*An urban campaign of spies, heists, secret organizations, hidden plots, high lifestyles, and streetwise swashbucklers and spellslingers Each with their own abilities, allies, and agendas...* Setting and Backdrop The land of Maethalas is run by the guilds. Even the crowns of kingdoms bow to the might of trade and knowledge represented by them. For hundreds of years the guilds have gathered and trained those of their arts, and the kingdoms have been enriched by it. Yet it is not chance which keeps the order and peace. Hidden in the network of contracts and negotiations arose an organization which sought to balance the power of greed, to check the power of those with coin, and to keep trade and policy at an equilibrium. The organization is known, in whispers, as the League of Many Hands. The League is thought a myth by many, a tall tale, but it's members know better. They work in the shadows, tirelessly, and live a life of privilege for their efforts. Yet many veterans of the League know something is changing, the noble manner of the League seems to be growing colder, harder, and many nobles and merchants twist contracts and amass wealth on lies and blackmail. Has the League lost its power? Has some other group infiltrated the League? Has the leadership been corrupted? * Game Play Players will play as a recently inducted member of the League of Many Hands. They will have an "uncle"( team leader, NPC), receive missions, agree to certain rules, pay a percentage of loot to the League, and receive access to special services and businesses while the threads of a far-reaching plot are pulled apart across multiple kingdoms. There will be a good amount of sand-boxing, resource management, contact development, and even the opportunity to create your own safe houses and hideouts. Game style is primarily theater of the mind. Imaginative, fast-paced, rules-medium, and "rule of cool" oriented. Flavors are action genre, cloak and dagger, sword-and-sorcery, and rogue-centric. * Character Creation PLAYABLE RACES: elves, humans, dwarves, halflings, and gnomes, and all variants. Tiefling, dragonborn, and Aasimar characters are playable, but the character must appear human with a simple disguise or in low-lighting. The reason for this is that the missions and adventures will be occurring within the human kingdoms, and suspicion of international involvement must be avoided. ABILITY SCORES: Standard Array ALIGNMENT: Must START as either Good or Lawful. LEVEL: 13 SKILL REQUIREMENTS: Must have Stealth, Perception, and Athletics. Must have 3 from this list: Deception, Persuasion, Insight, Thieves' Tools, Investigation, or Acrobatics. Task Requirements: Remaining undetected, open sealed places, finding hidden things (insight, investigate, perception, scrying, etc), fine manipulation of objects (sleight of hand, mage hand), striking swiftly and without drawing attention (burst damage, stealth), locating people, obtaining information, avoiding traps and guards, convincing others (charm, persuasion, intimidate, deception), subduing people, leaving no trace, and misdirection. It is important that each character be able to contribute to these tasks, or at the least not hold the success of other characters back. If you are making a wizard make a spy wizard. If you make a barbarian make a sneaky bandit-cum-city thief. If you make a cleric make him a follower of the thief, wanderer, or shadow/secrets god...or even a cleric of order who knows unsavory things must be done to keep civilization together and has the skills sets to do them. I recommend taking rogue as the character's 1st level, then taking two other levels of another class, but it is up to you how creative you want to be in your problem-solving! <a href="https://app.roll20.net/campaigns/details/10982574/the-league-of-many-hands" rel="nofollow">https://app.roll20.net/campaigns/details/10982574/the-league-of-many-hands</a> <a href="https://app.roll20.net/lfg/listing/297218/the-league-of-many-hands" rel="nofollow">https://app.roll20.net/lfg/listing/297218/the-league-of-many-hands</a> ***Sessions last no longer than 2.5 hours*** *What I offer as a GM:* Evocative descriptions Immersive settings fast-paced, dynamic combat Grounded fantasy Tailored content (story, items, world-building, and encounters) Voices and accents Co-creative and collaborative Love of mythology, storytelling, and cosmology Welcoming and helpful to new players Rules-medium gameplay RP friendly Challenging encounters Original creatures, settings, and items 30 years experience (running, playing, home-brewing) 30 years of experience sword-fighting, martial arts, combat sports, larping, and reenactment This game will require payment to the Game Master at a rate of $30 per session through startplaying.games. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements.