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LFP D&D 3.5 - DM Extraordinaire - Home Brew [Paid] - Far Realm Fear - Sunday Morning 10 am until 2 pm MT (Canada) One Seat Open - 5th Level Gestalt Game

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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="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 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. Far Realm Fear &nbsp;- I have an opening and I'm looking to recruit one more for the game. The players decided they wanted to do something weird and different with a high body count. We decided on Far Realm Fear - An invasion of bizarre creatures of the Far Realm creatures&nbsp; (an alternative reality outside of the space/continuum of my world) that&nbsp; have displaced some local inhabitants and attracted local aberrations to these nexus points. They wanted to do a gestalt game (two classes) and wanted to use +1 level-adjusted races. Extra feat and skills for base PHB races if you are not interested in the crazy shit. The first adventure hinted at this theme but they were too busy trying to rescue the damsel in distress to gather any intel.&nbsp; They plan to delve deeper into the mine and find the source of the aberration surge. They've descended into the lower section of the mine and found some goblins trying to escape the aberrations spewing from the Far Realm Breach in&nbsp; Zirdran, wait, what? Two of the goblins agree to lead them back to the breach. Spoiler: They are aberrant goblins and try to kill them. <a href="https://www.youtube.com/watch?v=D09Ch7kfRGk&amp;list=PL_r6JrdKPLFVMAO2PL_52BnffFUUjgmEh" rel="nofollow">https://www.youtube.com/watch?v=D09Ch7kfRGk&amp;list=PL_r6JrdKPLFVMAO2PL_52BnffFUUjgmEh</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="https://app.roll20.net/lfg/listing/340279/far-realm-fear" rel="nofollow">https://app.roll20.net/lfg/listing/340279/far-realm-fear</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;- 4th level game -&nbsp; Friday Nights - (6:30 pm to 10:30 pm MT) - 1 Seat Available Chaos in the East &nbsp;- 5th 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.
The youngest member of the Council of Wyrms, Gulvanus was originally rejected for membership for being too young, small, and inexperienced to serve on the council. Duke Deepdelve insisted he is reconsidered and took his petition to his cousin, Emperor Dragonbond, before the council conceded to two major points: There were no gold dragons on the council and the duke's army was the only one not represented on the council. After the death of Karlagryn and Danalt's two sons, the council is disbanded and Gulvanus never again returns to his home of Ardokhan, choosing to stay in Multras with the Deepdelve clan as they push north eventually settling in Garagnor. Assumed to have died in the attack on Garagnor, Gulvanus was lost to history for three millennia. He was rediscovered by the dwarven outlander Balin The Body Mounder, in the bowels of Garagnor when the brash dwarven barbarian stumbled into his lair after to cleansing the ruins of the ancient dwarven mining town. Apparently, Gulvanus slept through all three dwarven ages only to be awoken by a curious explorer.&nbsp; Gulvanus is rumoured to serve as counsel to the dwarves of Garagnor but has not been seen in public since he defended the keep from the Hill Giant God Grolantor and his hill giant army. While Gulvanus was successful in slaying the avatar Grolantor, he fell from the sky into the grounds of the main keep. It is not known if he survived the fall and he has not been seen since but he saved the keep in the absence of Count Delthen.
The party faced their first azaloth, one of the progenitors of the demons in my realm. Being a Far Realm native, it had a variety of unique powers they had never heard of before, like temporal advancement, which caused them to roll initiative after its turn, whether they had an action or not. They have awesome will saves and good initiative modifiers so it only managed to catch a couple of them in its temporal shift but they were super stoked after they managed to kill it.
We left off on a cliffhanger in the goblin town square with two orblings flanking the tunnel entrance. Chua didn't even tell them what he saw, he just panicked and we ended... Eurace has been in this chamber and fled the beholders during his first foray into&nbsp; Zirdran.
<a href="https://www.youtube.com/watch?v=0Gi6mqtBhu4" rel="nofollow">https://www.youtube.com/watch?v=0Gi6mqtBhu4</a>
<a href="https://www.youtube.com/watch?v=FGWSbPmyg7M" rel="nofollow">https://www.youtube.com/watch?v=FGWSbPmyg7M</a>
Not all treasure is just lying there waiting to be claimed. I love using loot against the party and feel like they've truly won when the enemy uses every advantage. In this case, a suit of magical full plate and a magic great sword are the enemies. <a href="https://www.youtube.com/watch?v=Vk-RWEim2p0" rel="nofollow">https://www.youtube.com/watch?v=Vk-RWEim2p0</a>
We pick up this week with rolling initiative as chua is flanked by two beholder orblings. Party on Wayne, party on Garth. <a href="https://www.youtube.com/watch?v=YhwxYuISH0A&amp;list=UULFPIf8KOrb1oaBOM7_go-Vbw&amp;index=8" rel="nofollow">https://www.youtube.com/watch?v=YhwxYuISH0A&amp;list=UULFPIf8KOrb1oaBOM7_go-Vbw&amp;index=8</a>
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The orblings weren't much of a challenge but the gauths sent them packing after a few rounds, but they got close enough to inspect the breach to the far realm before retreating to the surface.