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LFP D&D 3.5 - DM Extraordinaire - Home Brew [Paid] - Doom On The Rise - Monday Nights 6-10 pm MT (Canada) Two Seats Open - 6th Level Gestalt Game

Allow me to introduce myself… I’m John, DM extraordinaire (over 50,000 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 54 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 and still love it. Most of my content is homebrew and unique to my game, although I have borrowed from many sources over the years. Doom On The Rise &nbsp;- This campaign will take place beyond The Red Line to the west of Himkaldur in and around Highside. A great evil has been brewing in Vragernash since The War of Four Kingdoms ended. That evil is now stirring and lashing out. <a href="https://www.youtube.com/watch?v=U-BVutHWbOY&amp;list=PL_r6JrdKPLFUSHowAm6jI_HiHVFYAhDtP" rel="nofollow">https://www.youtube.com/watch?v=U-BVutHWbOY&amp;list=PL_r6JrdKPLFUSHowAm6jI_HiHVFYAhDtP</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 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 east of Multras, about 2400 miles across (covering 40 degrees of latitude). Like Multras, it reaches from the tropics to the Arctic Circle. Unlike Multras, this chain of interconnected islands is not dominated by humans. Although they rule many areas, 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, most hail from Varanyr (Var-RAIN-nir). These are primarily 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-save). 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/132228/doom-on-the-rise" rel="nofollow">https://app.roll20.net/lfg/listing/132228/doom-on-the-rise</a> Expectations &nbsp; I run open, sandbox, player-centric original content games. The main theme is established, and the story is there, but the players choose to engage in these elements, and I let the players write their own 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. Players only roll secret checks if they wish to conceal an action or outcome. 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 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 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.
After completing the their orb task, the party heads south to Fortress of Orcus. Along the way, a goblin bounty hunter B'Lain tries to abduct Vaeryn but the party refuses to give him up.
The goblin minions aren't a huge threat on their own but B'Lain's powers are boosting them up.
They were struggling with B'Lain and his minions before the goblin mage got into position, but now things are going south quickly.
Bulettes always scare the shit out of a low-level party. They are tough as rocks to hit, have lots of hit points, and hit like a hammer.
B'Lain made good use of his goblin minions.
With the completion of the Helmite Tomb, the party is resuming its quest in the south. It's time for some random encounters on the road.
Ottwarslyndanox has long been at odds with a small community of orcs that live within the confines of the forest that she considers her property. In her younger years, Ottwarslyndanox made direct raids on the settlement, but she was soundly repulsed each time. Now, though she is a &nbsp; much greater force to be reckoned with, she approaches her foes with more caution. She has learned not to expose herself to attack unless she is certain that she has the advantage over her foes. She has successfully driven the tribe of hill giants from her forest. A rare accomplishment for green dragons. Fortunately, for her, she managed to turn the orcs against the giants which thinned both groups and she managed to pick off a couple of the hill giant hunters in surprise solo combats. When the orcs attacked the giants, one night, she made her move. Under the cover of night, she managed to kill the last adult male hill giant while the orcs slaughtered the women and children. Both groups took huge losses that night and she thought she had won but within a decade the orcs had multiplied enough to come out of their caves and threaten her again. About two years ago she managed to kill the orc witch who had kept her at bay for years but before she could deal a killer blow to the settlement, a new faction moved in and drove her back. These branded orcs are stronger and even when she thinks she’s killed them, they continue to fight. Ottwarslyndanox has respect for spellcasters and magic in general, and she looks forward to the day she can cast much more powerful spells herself. She is always on the lookout for magic items that might give her an advantage, and she does nearly anything (short of parting with treasure) to acquire a new one.
After killing his mate,&nbsp;Chuxosh comes looking for revenge.
Once they got back to the underdark cave, they met the new inhabitants.
Things will not improve for them this week as the friendly, neighbourhood grey render finds them in the underdark.