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LFP D&D 3.5 - DM Extraordinaire - Home Brew [Paid] - Forgotten City - Saturday 3-9 pm MT (Canada) Two Seats Open - 8th Level Gestalt 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. Forgotten City &nbsp;-&nbsp; The Forgotten City is all that remains of an ancient kingdom in the northeastern part of the East Marches. Partially claimed by the swamp, the city was abandoned centuries ago. Who knows what treasures lie in its ruins...&nbsp; The saurians might know, but they won't tell. This game will center around the exploration of the ruins of Jahelyx (Ja-hel-ix), the capital city of an ancient, failed human kingdom. 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 completely unique, like the Banite Theocracy of Kallum, but they all have their own language and culture. Vaynyke (Vain-ike) is a large island (referred to as the Great Isle) nestled northwest of Multras. It is dominated by a vast 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 birth, most 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; <a href="https://app.roll20.net/lfg/listing/372810/the-forgotten-city" rel="nofollow">https://app.roll20.net/lfg/listing/372810/the-forgotten-city</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' 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; 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. Payment is made via PayPal. Roll20 is not responsible for payment transactions and cannot enforce 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.
The Circle of the Elders had some new surprises for the players, mainly juju zombies. They had no idea what to expect.
The night walkers don't present much of a challenge on their own but with others in the room, they quickly become formable foes.
Joe finally got his character back to the capital to buy some new gear after being robbed so that upped his game a bit.
After finally clearing out The Tower of the Magistrate, they can move on to The Stadium of Blood. Hiding in the shadows of the ancient stadium is the&nbsp; Sepulchral Thief.
I made some Dread Fighters using the Dread Warrior template because standard undead have 1/2 BAB, and their ACs are ridiculous. If I use level-appropriate wights, spectres, or shadows, they struggle to make the saves, and it's unfun for them to lose because they rolled low. I did Dread Fighters up to 11th level so far and made them archers so I have some non-magical artillery.
If it ain't broke, don't fix it. I decided to level up my deathlocks partly because of time constraints and also to make them much more challenging. Researching and retooling appropriate undead is time-consuming. I still need to come up with some more ideas going forward, depending on how long the party wants to continue in the ruins of The Forgotten City.
I'm bringing back the spectres to fill some holes in my combats.
With only one more floor to the Tower of the Magistrate, they are getting good at dealing with incorporeal-undead, like shadows and spectres. I might have to switch things up and throw them a few curve balls.
I need to add some more skeletal mages. They always scare the shit out of players.
Night Walkers are going to remind them that pissing their pants is a free action.