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LFP - D&D 3.5 - DM Extraordinaire - Home Brew [Paid] - Triangle of Strife 2 - Sunday Mornings 10 am until 2 pm MT (Canada) Two Seats Open - 7th 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="" rel="nofollow"></a> Or Discord if you prefer taibhsear #7908 I’ll give you a quick summary. I’m 53 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. Triangle of Strife &nbsp;-&nbsp; &nbsp;This game will loosely follow the Kingmaker AP but is set in my homebrew world. The campaign will run from 1st level to 20th and beyond. <a href=";list=PL_r6JrdKPLFXpYHmZJUNT0pkR3s90LegP" rel="nofollow">;list=PL_r6JrdKPLFXpYHmZJUNT0pkR3s90LegP</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. <a href="" rel="nofollow"></a> 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.
After they made peace with the tasloi, they went to the east in search of the other missing villagers. They have accepted, at this point, that they are all dead and they are just recovering their remains. The large footprints they first found to the east were Grimlock tracks.
We are back at it this Sunday, delving deeper into the Underdark, trying to find the remaining villagers.
Adrian can't make it tomorrow, so his archer, Artemis, and his dragonet, Drake, will take the day off to recover from their trauma during the first session.
The deep dark places contain all sorts of wild shit.
Taryn managed to get the kill steal in the last session by finishing off the whiptail centipede with a fire strike.
Dex held the line and made it possible for Taryn to drop the whiptail.
Today, the party learned much about the Saurians, known as lizardmen. They aren't very smart, but they are very cunning. They used basic wolfpack tactics mixed with a little bait and switch.
Now that they've leveled up, Leo is really starting to dish out some damage.
They went down the vermin tunnel, by accident, when they returned to the Underdark to search for the last two missing villagers.
The tasloi are not super smart but they know their strengths and weaknesses. Higher ground to keep advancing melee attackers from reaching them and spread out to avoid spell effects, like sleep. They use their bows whenever they can and fall back when they can't. They task the strongest tasloi with standing his ground to slow advancing enemies. Most importantly, they attack in waves to draw enemies into crossfire positions to deny them cover or concealment bonuses.