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LFP D&D 3.5 - DM Extraordinaire - Home Brew [Paid] - Gangs of Myska - Wednesday Nights 6-10 pm MT (Canada) Three Seats Open - 1st Level Game

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Edited 1676497898
Allow me to introduce myself… I’m John, DM extraordinaire (over 36,000 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. Gangs of Myska &nbsp;- The players decided they wanted to do something evil so I decided to try an urban street gang theme. The first chapter of the game (1-5 approximately) will be about them establishing themselves in the steady-state world before the inciting incident. Gameplay Link Here: 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. Still, 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;- 5th level game -&nbsp; Friday Nights - (6:30 pm to 10:30 pm MT) - 1 Seat Available Chaos in the East &nbsp;- 6th 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.
Just dug these out. Not related but definitely some cool old shit.
I'm eager to see what a party of thieves comes up with for a hideout.
We are doing our session zero tonight. Roll scores, brainstorm character ideas, and get a feel for the group.
Looks like we have a Rogue, a cleric, and a scoundrel so far.
Sean rolled insane scores, the best I've seen (19, 18, 18, 17, 15, 15, 13), so the whole party will be using them (you can roll as well but it's not likely to matter). We are launching on Feb 22 with the first heist.
Life on the streets of Myskon City is harsh. While there's plenty to go around, no one is interested in sharing. The weak have nothing and the strong have the rest. Gang life is a common outcome for most who are not born into wealth or privilege. The gangs are everywhere, constantly struggling to maintain their territory and expand. They fight amongst themselves for rank, each other for ground, and other factions for the favour of The Prince of Thieves. Thugs control the streets. Gangs control the thugs. Factions control the gangs. High above them all is The Prince of Thieves, The Heir to Spare, and the Assassin Master of Myska. Prince Kavin of the House of Jast is the only known living member of the royal family. While many share his blood among the nobility, they are all too distant to have any real support for the crown. But the crown remains unclaimed. Kavin rules as the prince, and this leaves many people wondering why? It is true he can’t be coronated until he’s thirty-five but the exception to that rule is having no regent, which he currently lacks. The rumour filtering around is that the crown prince survived the assassination attempt and is in hiding. By not claiming the crown, Kavin has side-stepped committing treason, should his older brother ever return. He has many criminal charges he would face (and likely overcome) but treason is something the nobility rarely forgives and never forgets. With no direct evidence The Assassin Master was involved in the coup, and the kingdom was forced to accept his rule or commit treason themselves.&nbsp;
I'm setting up the different factions and districts of the city and making the map to reflect that so I made a small legend to keep the houses straight while I draw out the city map in DPS.
Oops, I didn't realize I left a faction out until I started labeling the city map and found I had an extra faction area. 7 factions but the Prince isn't one and the neutral areas aren't included either, lol. This is why I take the time to lay everything out before the game, although I'm running out of time and need the first heist ready for this Wednesday...
House Jast (royalty) - Prince Kavin Jast of Myska rules over them all House Navarri (royalty) - Duke Orsino Navarri controls the Church of Mask House Vortana (royalty) - Duke Marco Vortana controls the Military House Alvyro (royalty) - Duke Prospero Alvyro controls Education House Halidurn (nobility) - Lady Adawyn Halidurn controls Broadsheet Guild House Kasamir (nobility) - Lord Kasamir controls Transportation and Postal Guild House Zellattus (royalty) - Duchess Lenora Zellattus controls the Administration Myskon House Shirome (nobility) - Zylvaras Shirome controls the Commerce Guild (The Fulcrum) Neutral Areas - The prince ensures these districts remain privately owned to keep the factions from dominating the city through their sheer influence
The first heist will be at the alchemist's tower. I'm still finishing the maps for each floor but I have the basic layout done.
Tomorrow we launch with our first heist. Sean made a scoundrel for this game and picked token art today.
The launch was awesome. The party completely botched my hot start, which was supposed to be a failed job they were to run from, but somehow they pulled it off. Then they completely botched the real adventure and had to run from it, lol.