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LFP - DM Extraordinaire - The Wilds of Dulaguzik - 3.5 Home Brew [Paid] - Sundays 3-7 pm MT (Canada) One seat open

Allow me to introduce myself… I’m John, DM extraordinaire (over 26,000 hours on R20). Feel free to check out my profile on here or Star Playing. <a href="https://startplaying.games/game-master/taibhsear-dm-extraordinaire" rel="nofollow">https://startplaying.games/game-master/taibhsear-dm-extraordinaire</a> Jump to the juice and just email me -&nbsp; <a href="mailto:taibhsear71@gmail.com" rel="nofollow">taibhsear71@gmail.com</a> Or Discord if you prefer taibhsear #7908 I’ll give you a quick summary. I’m 50 and from Canada (Toronto originally but don’t hold that against me). I’ve been DMing since October of 1991. I run D&amp;D 3.5 exclusively. Seriously, you can’t even pay me to play 5e anymore. I’ve run dozens of campaigns and games over the years and still love it. The vast majority of my content is homebrew and unique to my game although I have borrowed from many sources over the years. The Wilds Dulaguzik&nbsp; &nbsp;- Set in the Brout (similar to Goliaths but based on half-giants from 2e Dark Sun) homeland of&nbsp; Dulaguzik,&nbsp; located in the East Marches, the campaign will revolve around their struggles to maintain their territorial borders and exploration of the area around it. Their home, in the high mountains of the small (500x500 miles) temperate island, is surrounded by hobgoblins, ogres, and giants. This is an open sandbox game so outside of the main story arc, the players will be free to pursue any goals they wish. Our start time on Sundays is 3 pm MT and we play until 7 pm MT. As some players have expressed a desire to play on Friday nights, I'm going to run a second version of this game on Fridays from 6 pm to 10 pm MT. The Setting Depending on which game you join you may be in any one of many areas of Thera (the world). Most of my games have taken place in Multras, the primary human continent. Multras is split into five portions (east, west, north, south, and central) each with its own trade language (eastern common, western common, northern common, southern common, and central common), kingdoms, and empires. Some of these kingdoms resemble medieval European countries like France and Germany, and some are completely unique, like the Banite Theocracy of Kallum but they all have their own language and culture. Vaynyke (Vain-ike) is a large island (referred to as the Great isle), nestled to the northwest of Multras. Vaynyke is dominated by a huge mountain range that separates the center (dwarven kingdoms) from the human coastal kingdoms. Vaynyke extends almost as far north as Northern Multras but is much more temperate due to its geological activity. The East Marches is a large archipelago to the east of Multras which is about 2400 miles across (it covers 40 degrees of latitude). It reaches from the tropics to the arctic circle, like Multras. Unlike Multras, this chain of interconnected islands is not dominated by humans. There are many areas ruled by them, but they are separated by vast stretches of wilderness filled with all manner of creatures both friendly and aggressive. Far to the west of Multras is the home of the elves. While the elves spread across Thera from its birth, the majority of them hail from Varanyr (Var-RAIN-nir). These are mostly sylvan elves who live off the land and seek to maintain their culture and traditions. They have a good relationship with the high elves of Varanyr, who they outnumber 100 to 1. To the south, across the maelstrom known as Umberlee’s Playground, is the dwarven homeland of Ardokhan (Ar-do-khan). The ocean around the equator is impassible by ships but it does not matter as Ardokhan has no ports, just sheer cliffs rising up from the ocean floor. There is but one mundane way to travel to and from Ardokhan and that is the great highway, a tunnel under the ocean that opens up in Southern Multras. The tunnel entrance has been held by the mountain dwarves for over five millennia. Flanking Ardokhan, are the goblin and orc savage lands of Krozago (Kro-ZAGO) and Bruhazavo (Bru-HA-zavo). Krozago is the homeland of the goblinoids and Bruhazavo is the heart of the orc horde. While neither race controls either of these continents entirely, their presence is unmistakable. &nbsp; Current Games &nbsp; <a href="https://app.roll20.net/lfg/listing/306827/wilds-of-dulaguzik" rel="nofollow">https://app.roll20.net/lfg/listing/306827/wilds-of-dulaguzik</a> Your Game &nbsp;- If you have an idea for a game and a group interested in playing, let me know and I’ll see what I can do. I run for a minimum of 4 hours and up to 8. I prefer no more frequently than weekly but depending on the campaign I might be able to do it twice a week. I’m open to anything from slapstick Monty Hall farce to hardcore intense RP. I’ve done it all and I don’t care which style you like. We play to have fun. Some people like fart jokes and shaving dwarves’ beards while they are passed out while others wish to build a rich history and become a cannon feature of the world. Spoiler: There are a lot of cannon PCs both mine and other players in my world and I consult these players when you interact with their characters so you have no idea what’s coming down the line. The Lost Empire &nbsp;- 11th level gestalt game Saturdays (2 pm to 10 pm MT) - There are 0 seats open at this table. The Lost Empire 2.0 &nbsp;- 5th level game Tuesdays (6 pm to 10 pm MT) - There 0 seats open at this table. Plane Escape &nbsp;- 14th level game Alternate Sundays (10 am to 10 pm MT window but scheduling varies) - 0 Seats Available. Dark Force Rising &nbsp;- 14th level game Alternate Sundays (10 am to 2 pm MT) - 0 Seats Available. East Marches Main Campaign &nbsp;- 10th level game - On hold, while a player is dealing with personal issues - 0 Seats available. Noobling Grotto &nbsp;- 1st to 6th game Tuesday Nights - (6 pm to 10 pm MT) - Drop-in game for new players - This game is on hold for now. Chaos in the East &nbsp;- 17th level game - Sundays (10 am to 2 pm MT) - Back on as of Oct 3 - 0 Seats Available. Seafaring &nbsp;- 22nd level game - Sundays (10 am - 2 pm MT) - Backup game when others fall through - 0 Seats Available. Embers of the North &nbsp;- 3rd level game - Double dog dumped as both of the above players are in it. The Splendor - Sunday Backup Game (10 am to 10 pm MT window but scheduling varies) - 0 Seats Available. &nbsp; Expectations &nbsp; I run open, sandbox, player-centric original content games. The main theme is established, the story is there, but these are elements the players choose to engage and I let the players write their own tales. I'm indifferent about the outcome, which seems to surprise a lot of players. I don't care how the story unfolds, although I try to make the most dramatic things happen, the dice and the players' action are the final arbiters. On that note, I roll everything openly. Secret checks are only rolled by players if they wish to conceal an action or outcome. Some of my games are based on themes and ideas I’ve come up with and others are picked by the players. I play many different styles of games. I’m open to basically anything. If you have an idea for a campaign don’t be afraid to present it. I make most of my own maps when I have time and make custom tokens for each player. I detail my loot with the players in mind. I roll randomly but I like juicy drops so I’m often inclined to pick the next thing on the table if it looks sweet. &nbsp; Rates &nbsp; $3 per hour (with a group of 5) of gameplay (1st-4th level) minimum 4 hours. $3.50 per hour&nbsp; (with a group of 5) &nbsp; of gameplay (5th-9th level). $4 per hour&nbsp; (with a group of 5) &nbsp; of gameplay (10th-14th level). $5 per hour&nbsp; (with a group of 5) &nbsp; of gameplay (15th+). My games have no level limit and we continue on as long as the players wish to play. The highest we’ve made it to is 22nd level. While the PE game is only 14th level, they are already talking about epic level stuff (20+) and post epic stuff (30+). I have rules for both despite never really getting that high with players. Payment is made via PayPal. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements. My noob game is free to play if you want to try it out and meet some of the other players. I can also run a session zero if you have a group and want to do a one-shot. &nbsp; Getting Started &nbsp; Before you contact me make sure: &nbsp; You are 18 or over. You’re willing to play D&amp;D for 4+ hours a week. You own a microphone of decent quality. You have Roll20 account. You have Discord account.
I decided to start off strong. I'm sure four first-level players can handle a CR4 peryton who surprises them and drops one player before they roll initiative. I was right. They had a bitch of time hitting it but the first hit was a crit and they one-hit it.
A group of LG brout is trying to figure out what the goblinoids are up to... They have plunged deep into the brout hunting grounds but are just sending out small scouting groups. After fighting a couple of groups, they camp out north of a large natural pond on the edge of night. As the night progresses, strange shit starts happening. Weird fireflies keep circling their camp and these bright globes of light keep showing up from the south.
No one takes the bait until the last watch when Jesse's druid Kraz follows the willow wisp to the water's edge. He tries to befriend the wisp but it shocks him before a second one emerges from the pond. Fortunately, the fighter sleeps through the attack and the party has to battle two wisps without their best damage dealer. Kraz goes down, now it's two on two and the wisps are unwounded. Someone flutes out with a crit and smokes one of them and Alex heals Kraz so it's three on one and wisp decides this is a fight it can't win but loses initiative and gets smoked before it can flee.
The party finishes their sleep cycle without noticing the changing forest around them. In the morning they wake up to realize they are not in Kansas anymore. They've crossed over into the feywild. To add insult to injury, the fighter decides the glowing runestone might be a monster and smashes it to pieces, disabling the gate before they realize it's the only way back to their plane. A nearby nixie attempts to charm the fighter but he makes his save and Kraz spots her in the water.
The grigs have seen the "ugly ones"&nbsp; and know the elves are to the south...
Since our Nazi overlords deleted this post, Jesse's token for Kraz was removed.
I have a couple of interested parties for the last seat but one has confirmed yet.
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Mantle of the Mage &nbsp; It is unknown how this prized treasure of Tempus' hearth found its way back to Thera, but the barbarian lord has yet to reclaim it. The soft-purple cloak is tattered and looks worthless. On closer inspection, it is revealed that it is the remains of an advanced armour weave cloak. It radiates magic proportionate to its surface powers. The Mantle of the Mage functions as an armour weave cloak of protection +1. Wearing this cloak will draw the ire of followers of Mystra and potentially the god herself if recognized. If the wearer is a follower of Tempus, it becomes a cloak of protection +5. Additionally, it can turn one spell of fourth level or lower back on its caster (immediate command). The mantle also grants the wearer 20% fortification. This fortification stacks with the other items in The Regalia of Fury. Mystra scoffed, as the barbarian turned to face her. She knew he was no match for her because no one was. She toyed with Tempus until he landed a lucky blow and his blade drank in her blood, leeching her power. Without really considering the consequences, Mystra hit him with a heightened disjunction. She was confident it would end the fight and destroy the wretched weapon, returning the leeched power. The spell worked perfectly and left Tempus stripped of his magic but the greataxe was strong enough to challenge the disjunction and that was before it had sampled Mystra's blood. The greataxe glowed with purple fire before releasing a shockwave which destroyed the Mystra's avatar and brutally wounded the hulking barbarian. He couldn't believe he had prevailed, despite seeing the vision of Mystra being destroyed before he faced her. He walked over to his greataxe, the blade still glowing hot, and picked it up. It was completely inert. Its power was disjointed from its physical structure. He tossed the blade aside, believing it would no longer be suitable for enchantment, and collected up the items Mystra had dropped when she was destroyed. He planned to hang the tattered cloak over his hearth. The symbol of Mystra, embroider on it, was mostly burned away but he knew what it was.
Greater Badge of Valor &nbsp; The Greater Badge of Valor was offered not because of its power but for its leadership potential. " If you cannot control yourself, you cannot command others ." This was the motto of the Order of Shield Breakers. While it is not part of the dogma of Tempus it is a common officer saying. This badge is stamped with the image of an impenetrable fortress over which shines a golden sun. The tether is made of green dragon leather, braided into a thick cord. It is a heavy bronze badge is from the Order of the Shield Breakers. It is unknown how such a mundane item was successfully enchanted. When you activate The Greater Badge of Valor (immediate command), you and all allies within 60 feet gain a +5 bonus on the next save you or they make against a charm or fear effect. This lasts for one hour or until discharged. Additionally, you gain the benefit of a Heroism spell for the hour. A badge of valor functions three times per day. If the wearer is a follower of Tempus, the Greater Badge of Valor grants the wearer a +4-sacred bonus to charisma and Heroism becomes Greater Heroism instead, caster level 20th. The badge also grants the wearer 20% fortification. This fortification stacks with the other items in The Regalia of Fury.
The Helm of Sight The Helm of Sight lacks the grandeur of the other items in the set, despite being the crown jewel. Its only identifying traits are its full-face shield and the flaming motif etched into the skull cap. Often mistaken as junk, the battered adamantine helm resembles common iron to the untrained eye (DC 15 Armoursmithing or Weaponsmithing check, or DC 20 Blacksmithing check to identify its true nature). The helm had seen many battles before it was enchanted, and it shows. On closer examination, the face shield is simply dirty and poorly maintained but appears to be brand new, in comparison, when cleaned. The helm was enchanted to serve as an offering to the victor and was tied to the other offerings. The face shield was added to conceal the victor's face, so no one would view him or her as anything but the true leader. The Helm of Sight has been lost since the second Gods War, so the regalia has not been brought back together in centuries. This helm's face appears to be a solid slab of iron, allowing its wearer no way to see out. Despite its appearance, it doesn't restrict your vision in any way. More importantly, it grants the wearer blind­sense out to 60 feet and provides you with a +5-competence bonus on saves against gaze attacks. If the wearer is a follower of Tempus, the helm can cast the following spells, caster level 20th, once per day: &nbsp; Ebon Eyes Darkvision True Seeing &nbsp; Additionally, the helm makes the follower immune to stunning and provides 20% fortification. This fortification stacks with the other items in The Regalia of Fury. The Helm of Sight can also "see" the other items if they are within 100 miles of the wearer. This increases by another 100 miles for each piece acquired.
I made my own dwarven troop for the war in the Dark Force rising game. I think it turned out pretty well.
I finally finished Merritt Castle, all four floors, and the extra-dimensional vault. I think I spend more time on the vault than any other part except the foundation. After 26 layers of treasure, I decided it was good enough. The scale is fuckity but making the coins small enough to be realistic would have taken decades, lol.
How do I deal with overpowered gestalt characters? Welcome to The Maze of the Master, an enormous teleporting gate maze (94x68). I find r20 can't handle anything much bigger than this without crashing every ten minutes. As a common theme in my games, the trick isn't getting in, it's getting out. There are dozens of teleporting gates in the dungeon that move the players from place to place but only one leads back to the entrance and the exit. But it wouldn't be that hard if they could take their time and map the place out so let's throw in some classic maze monsters, with a twist. Minotaurs, even buffed ones, aren't much of a challenge for this group, with their ACs being in the high 20s to low 30s so let's make them a coven of vampire minotaurs. Let's put their sanctuaries through holes in the ceiling so they can retreat when slain and immediately start the one-hour countdown to reforming their corporeal bodies. I made 8HD minotaurs, added the vampire template (+6CR), and presto, a challenge for a 12th level gestalt group. About 15 of them should be enough to keep them busy for about an hour... P.S. That's just the opening. I have more surprises in store for them before they face The Master.
The&nbsp;Wilds of Dulaguzik is being pushed back to 6 pm today due to one player having a personal emergency but we are going to do a session zero for a new game in the open window.