Hey adventurer! I am looking for a weekday group except on Fridays. On Fridays I already run two exciting campaigns, Tomb of Annihilation and Candlekeep. I play in weekend games and want to run one more campaign either Sunday nights or a weekday night which I hope turns out to be your group... I am in California PT so I'm 3hrs before you which is perfect for the time you want to start at, 9:30 pm EST!!!!! My sessions go from 3-6hrs depending on the vibe/group timing. I have a pro account with tons of assets. I set players up with tokens they can control, spells/familairs/creatures, hey why can't you try to befriend that Displacer Beast... lol, which can be dropped on the map by whomever owns the token. I can invite you to my Discord "Ever Realm" to show you more vids of things i do in Roll20 which I upload to it with no copyright issues, but here is a link to a Youtube vid of mine. (building my channel) <a href="https://youtu.be/cLrSq_kPP5g" rel="nofollow">https://youtu.be/cLrSq_kPP5g</a> This is a 3 part adventure that I have turned into a sandbox mini campaign, but its really short. Just an example. List of Wizards of the Coast campaign modules I run. (I do add extra adventures to them for players that want certain vibes here and there) -Tomb of Annihilation Open world campaign able to travel anywhere. #1 recommended but want to get to know you B4 ill run it -DragonLance Minimum choices, but I have expanded it to let players feel like they have more choices. -Candlekeep Minimum choices, but I have expanded it to let players feel like they have more choices. -Lost Mine of Phandelver Best starter campaign with a small sandbox feel for players to explore ( I add to it depending on the group ) -The Wild Beyond the Witchlight Minimum choices, but I have expanded it to let players feel like they have more choices. -Critcal Roles Wildemount Wizards only gives a base but I have added tons of modules to expand it -Ebberon Wizards only gives a base but I have added tons of modules to expand it Homebrews I run. Ever Realm, which is pulled from the Grim Hollow campaign setting and lore. A grim dark world with no sun and only a moon. A world where in the west the creature kind/humanoids along with inclusive humans reside as Humans from the East try to push into the West through trade/peaceful treaties, manipulation or force. My recommendation would be me run Lost Mine of Phandelver (if you haven't done it) for you and see if long term you all enjoy my style of DMing. Reason being is that it is just Level 1-5. We can easily move into any other module starting at Level 5. I can run any other campaign settings in D&D that I did not list. The ones I did list are just the ones I have been running and played in as a character. I usually get everyone's tokens ( i can make tokens for those that can not ) set up before we start when time allows. I like everything ready before the first session and conduct my intro, ask what is expected or wanted from me, set up boundaries/triggers and then move into the intro story and character descriptions along with our first session adventure. ROC