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LFP - D&D 3.5 - DM Extraordinaire - Home Brew [Paid] - Ember of the North - Friday Nights 6:30-10:30 pm MT (Canada) One Seat Open - 3rd Level Game


Edited 1668208300
Allow me to introduce myself… I’m John, DM extraordinaire (over 34,000 hours on R20). Feel free to check out my profile on here or Star Playing. <a href="" rel="nofollow"></a> Jump to the juice and just email me -&nbsp; <a href="" rel="nofollow"></a> Or Discord if you prefer taibhsear #7908 I’ll give you a quick summary. I’m 51 and from Canada (Toronto originally but don’t hold that against me). I’ve been DMing since October 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. Ember of the North &nbsp;-&nbsp; &nbsp;Sponsored by the church of Lathander, The Ember of the North is a military company that last served in the Great Orc war about a year ago.&nbsp; They disbanded after the peace treaty was signed but not all of them found their place in the post-war reality. Some &nbsp;fragments of this company reunite many months after the war has ended to take on a new adventure.&nbsp; Fate finds them all in the capital city of Ornvir when a new opportunity arises. <a href=";list=PL_r6JrdKPLFVJPQXkt7SMcZJVzCtygbt1" rel="nofollow">;list=PL_r6JrdKPLFVJPQXkt7SMcZJVzCtygbt1</a> 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="" rel="nofollow"></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;- 17th level gestalt game Saturdays (2 pm to 10 pm MT) - There are 0 seats open at this table. The Lost Empire 2.0 &nbsp;- 12th level game Tuesdays (6 pm to 10 pm MT) - There are 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;- 16th level game Alternate Sundays (10 am to 2 pm MT) - 0 Seats Available. Embers of the North &nbsp;- 3rd level game -&nbsp; Friday Nights - (6:30 pm to 10:30 pm MT) - 1 Seat Available Chaos in the East &nbsp;- 4th level game - Saturdays (3 to 9 pm MT) - 1 Seat Available. Seafaring &nbsp;- 22nd level game - Sundays (10 am - 2 pm MT) - Backup game when others fall through - 0 Seats Available. Expectations &nbsp; I run open, sandbox, player-centric original content games. The main theme is established, and 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 of 4 hours, usually $12/session. $3.50 per hour&nbsp; (with a group of 5) &nbsp; of gameplay (5th-9th level) , usually $14/session . $4 per hour&nbsp; (with a group of 5) &nbsp; of gameplay (10th-14th level) , usually $16/session . $5 per hour&nbsp; (with a group of 5) &nbsp; of gameplay (15th-19th) , usually $20/session . $6 per hour&nbsp; (with a group of 5) &nbsp; of gameplay (20th+) , usually $24/session but the groups at this tier tend to play longer so it varies. 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. Getting Started Before you contact me make sure: 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.
Kalkol came back during the night to seek revenge on the group. I don't think they expected it, despite making every attempt to hide from him. He dropped Joseph in the first round with his breath weapon while crippling the rest of the brutally wounded party and closed on Vaska to take out the fire-breathing dragon adept before he had a chance to defend himself. <a href=";list=UULFPIf8KOrb1oaBOM7_go-Vbw&amp;index=7" rel="nofollow">;list=UULFPIf8KOrb1oaBOM7_go-Vbw&amp;index=7</a>
The gold dragon is about to become a major issue but first, they have to finish the Frost Druid Tomb and recover the artifact they were commissioned to collect. Vaska has been keeping a journal of the events in the campaign for anyone who wants a detailed account. The video playlist on Youtube is posted in the main thread if you want to watch the antics of these four... characters. <a href="" rel="nofollow"></a>
They didn't get to the gold dragon's lair, as I had hoped, but the kobolds stole The Shield of Light from Farrence. He hasn't figured out much about it but does know it's the equivalent of "10 Commandments" to the church of Lathander so he wants it back. The issues are piling up as this is the object the wizard Karron sent them to retrieve so even if they managed to get it back, they have some tough choices ahead of them. One crisis at a time...
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Greater turning destroys any undead that would normally be turned. "That's the Sun domain ability, right?" Yeah "I didn't take the Sun domain." You are the worst Sun god worshipper EVER!
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I'm super excited about tonight's session. The party is going after the kobolds (who work for the gold dragon) who took the shield. They are unsure how the dragon will respond when they arrive. <a href="" rel="nofollow"></a>
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They finally confronted the dragon and negotiated to get the shield back... Now they just have to get it back to Myrehall.