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LFP D&D 3.5 - DM Extraordinaire - Home Brew [Paid] - Dawn of the Empire - Wednesday Nights 6-10 pm MT (Canada) Three Seats Open - 2nd Level Game

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. Dawn of the Empire &nbsp;- The players decided to do an intrigue to replace Gangs of Myska. We're just starting but they already love it. <a href="https://www.youtube.com/watch?v=eZhgDj4Avfw&amp;list=PL_r6JrdKPLFUJNzD9QHCQZXloEi4wSQ7l" rel="nofollow">https://www.youtube.com/watch?v=eZhgDj4Avfw&amp;list=PL_r6JrdKPLFUJNzD9QHCQZXloEi4wSQ7l</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 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. 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 these continents entirely, their presence is unmistakable. &nbsp; <a href="https://app.roll20.net/lfg/listing/342307/dawn-of-the-empire" rel="nofollow">https://app.roll20.net/lfg/listing/342307/dawn-of-the-empire</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 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; 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 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. 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 first off-the-rails encounter was a local Moonclaw trying to shake down Bones, the owner of the Jolly Jug Inn. The players followed him into an alley ambush, murdered one of his friends and then pled self-defense when the detective was investigating.
Vee made quick work of the Moonclaw thug and went back to work.
Bones didn't hesitate for a second in declining the Moonclaw's offer for protection.
On his way home, after a night at The Jolly Jug, Albrecht hears a woman screaming. As he moves up the screaming stops and he finds the grizzly remains of a botched sacrifice in the alley.
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They determined the victim of the ritual sacrifice was Duli, a local milkmaid.
Morning brought news of the baron's daughter's abduction by minotaurs.
Obsessed with the murder and it's possible connection to the church of Bane, the party goes to confront the cleric of Bane at the shrine north of Denz.
After their encounter with Briarbale at the shrine of Bane, a young noble page finds the party and tells them of the baron's need.
The baron needed someone to deliver the ransom for his daughter's release.
Cassandra was successfully returned to her father.