Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

LFP - D&D 3.5 - DM Extraordinaire - Home Brew [Paid] - Ember of the North - Friday Nights 6:30-10:30 pm MT (Canada) Two Seats Open - 13th Level Game

Allow me to introduce myself… I’m John, DM extraordinaire (over 40,000 hours on R20). Feel free to check out my profile on R20. 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 52 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="https://www.youtube.com/watch?v=oqFXZ-2QDNE&amp;list=PL_r6JrdKPLFVJPQXkt7SMcZJVzCtygbt1" rel="nofollow">https://www.youtube.com/watch?v=oqFXZ-2QDNE&amp;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 occurred 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. 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 one mundane way to travel to and from Ardokhan: 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; <a href="https://app.roll20.net/lfg/listing/343132/embers-of-the-north" rel="nofollow">https://app.roll20.net/lfg/listing/343132/embers-of-the-north</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. 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' actions 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 the players pick others. 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; Most games will be $20 (minimum) per session but games with fewer players (less than 5), longer games (6+ hours), and higher-level games will have increased costs. $4 per hour&nbsp; (with a group of 5) &nbsp; of gameplay (5th-9th level). $5 per hour&nbsp; (with a group of 5) &nbsp; of gameplay (10th-14th level). $6 per hour&nbsp; (with a group of 5) &nbsp; of gameplay (15th-19th). $7 per hour&nbsp; (with a group of 5) &nbsp; of gameplay (20th+). 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.
It sounds like Cody is going to stick with his mage Orion and just get him raised again.
Xander started this week's session with 10hp and standing beside a 300hp barbarian. Fortunately, he won the initiative and ran like a girl.
The orc barbarian general gave them quite the run for their money. Combined with benign transposition, cast by the sorcerers, he was able to start his full attack adjacent to key players several times.
Somehow, they survived and managed to recover Orion's body.
Both of the oroc sorcerers managed to escape last time so the orcs have even more intel on the party now.
The orc cleric is also doing well for spells. He's used his movement almost every round so he hasn't through spells the way other casters have...
Farence was unable to save Orion due to failing a saving throw and taking too much damage that round to cast but he pulled the party through to the end of battle and ensured they survived and won.
We are still waiting on Joseph's return. Hopefully, Josh will get his shit figured out soon. In the meantime, SIDE QUEST! They just got their first clue for the next mission. If we can eliminate these rat-catches in short order, we can rotate back to our patrol and with any luck, wrap that up and resume our survey for The Eye. I don’t expect them to pose much of a threat as Mozug and his rabble almost defeated them. Elzou said the only reason the rat-catchers were successful in either raid was because they caught the hunting war party unaware and unprepared like that is somehow a good thing. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If Mozug spent even half the amount of time drilling his orcs as he spends drinking and brawling, he wouldn’t be in charge of a hunting party. I can’t believe Shojep keeps him in the rotation at all. I would have sent him to the frontlines to die like a true orc. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Elzou is quite proud of all the new toys she scrounged from the fallen Human mage. Apparently, they came back for his body so I assume he was someone of importance, despite his lacking ability to fight effectively. When I asked why they didn’t stew him she said, “He looked lanky and gamey. Why would we want to eat such poor meat when he had fresh kills cooking?” It seemed like a reasonable explanation but wasting meat during a war is always a poor choice. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; I will probably reassign most of them after this rat-catcher task as I want to have more functional members on my team when we resume our search for The Eye. Section One and Two were both negative for any signs, although I left my scout in Section Two to do a full survey. When I get back to base camp, I’ll read the reports from Section One and see how thorough they were. I might need to send in my scouts to do a formal survey of the tunnels. The search of Section Three and Four should be completed by the time we deal with these rat-catchers and if they are equally unsuccessful, I will position my troops between sections Five and Six, as they are the places I think are most likely to contain the remains of the Ancient King. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Shojep wants to be thorough in the search for The Eye but I think it’s a misallocation of resources to search in such a rigid manner instead of concentrating on the areas that most closely match the descriptions of the battle. If the Ancient King somehow survived the fall, he could have found his way into one of the connecting tunnels. With the power of The Eye, who knows what he could have endured? It said The Eye makes one basically unkillable which is probably why the dwarf king pushed him off the cliff into the deep chasm below.&nbsp;