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LFP - D&D 3.5 - DM Extraordinaire - Home Brew [Paid] - Triangle of Strife - Friday Nights 6-10 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="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. Triangle of Strife &nbsp;-&nbsp; &nbsp;This will be a Kingmaker AP campaign. <a href="https://www.youtube.com/watch?v=Yz4xekoBUYw&amp;list=PL_r6JrdKPLFXpYHmZJUNT0pkR3s90LegP" rel="nofollow">https://www.youtube.com/watch?v=Yz4xekoBUYw&amp;list=PL_r6JrdKPLFXpYHmZJUNT0pkR3s90LegP</a> The Setting Depending on which game you join, you may be in 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 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 unique, like the Banite Theocracy of Kallum, but they all have their language and culture. The East Marches is a large archipelago to the east of Multras, about 2400 miles across (covering 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. 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. The one mundane way to travel to and from Ardokhan 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. <a href="https://app.roll20.net/lfg/listing/387032/triange-of-strife" rel="nofollow">https://app.roll20.net/lfg/listing/387032/triange-of-strife</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 everything and 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 in, and I let the players write their tales. I'm indifferent about the outcome, which seems to surprise many 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. When I have time, I make most of my own maps and custom tokens for each player. I detail my loot with the players in mind. I roll randomly, but I like juicy drops, so I often pick the next thing on the table if it looks sweet. &nbsp; Rates &nbsp; Most games will cost $20 (minimum) per session, but the costs will increase for games with fewer players (less than 5), longer games (6+ hours), and higher-level games. $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 as long as the players wish to play. The highest we’ve reached is 22nd level. While the PE game is only 14th level, they already talk 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. 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 mite mage swooped down as the party was about to run for their lives and dropped a 10d6 lighting bolt through three of them. Two of them had single-digit health (2 and 5 hp) and the third had fewer hit points than the spell did. Wear your big boy pants or your little boy pants (pullups) when you come to my table.
Aegen saved all his luck to the last round of the fight and then they all rolled super high on their saves versus the lightning bolt. Belegar was about to burn three fate points to luck up everyone's save up to a 20 so they didn't take any damage when Aegen realized he still had three +3 luck bonuses left and save the whole party.
Belegar was on the other side of the cavern, just by happenstance when the Lightning Bolt shit hot the fan.
Jermone moved up to flank the mage and help take out some mirror images, setting Belegar up for the kill.
With the mite lair cleared out and the peace treaty with the kobolds finalized, the party will be heading back to Oleg's Trading Post but first, they must cross through bulette territory.
Vinsid bravely hid during the battle to avoid, well, the battle.
The Mighty Mikmek chased the fleeing mites to ensure they didn't circle back and reengage.
The party seemed quite interested in Jhod Kavken's quest to find The Temple of the Lost Unicorn but they wanted to deal with the bandits first.
They made short work of the fiendish whiptails. I really thought they would last longer. I probably should have put in a third one, lol.
Kessel has quite the bone to pick with the party after her resurrection so she has set up an intricate plan to lure the players in and ambush them. So far, they are taking the bait.