Quick Glance: Game System: D&D 5e (2014) DM Experience: 25+ years Schedule: Saturday 1 PM EDT start time; sessions will last about 3-3.5 hours Roles sought: Up to 4 new players, joining 2 existing ones, who enjoy long-term campaigns of world exploration, adventure, and role-play. Game style: Skill use and roleplay are just as important as combat ability; I do a blend of RAW and Rule of Cool, esp. for really clever ideas. Intro video for the campaign: <a href="https://youtu.be/FyIgeci7ipI" rel="nofollow">https://youtu.be/FyIgeci7ipI</a> Campaign: Currently, the players are level 2 and are about to embark on a trip to the northern iron mines to find a famed halfing blacksmith, named Mouse. They have already found Professor Sarri, expert on the Dimlands and recovering gambling addict, and came to an agreement with the 3rd Ward Walkers to let her leave the city. As for you, well, what was your reason for accepting the invitation from Grandmaster Millstone? The family is in debt? Are you running from a powerful enemy? You just yearn for adventure out in the world? Whatever your reasons, they were strong enough for you to accept a sudden invitation to meet with Grandmaster Thorn Van Millstone about “...a prime opportunity to earn fame, fortune, or friendship, depending on your tastes.” In this campaign the party will be working on the behalf of this new benefactor as he prepares for an expedition into the legendary Southern Continent, a.k.a The Dimlands, where many have travelled but very few have returned. In preparation, he’ll need you to travel to a variety of places, to gather very specific supplies for the journey. Explore the venerable city of Deepsink, the oldest known still-standing city on the continent of Corhyme, as well as venturing out to the famed “Strangements,” such as the magically-devastated Crater Plains, the explosive-gelatin waters of the Nastolt Sea, and even under the lifeless stretch of land known as Ashsoil. When the journey into the wilds of the Southern Continent finally happens, not only may you discover the ancient secret that guards the lands, but also the true reason for your invitation in the first place. Logistics: This game will require payment to the Game Master at a rate of $20/player/session. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements. Besides your Roll20 account, you will also need an account on StartPlaying, DnDBeyond, and Discord. All payments will happen through StartPlaying – you can message me to get the direct link. Once you sign up, you will get a welcome notice with the links that you need for Discord (voice/video chat), Roll20 (for maps and combat), and DnDBeyond (for the character sheets). We’ll get your character set up ahead of the session so when game time starts you’ll be ready to jump in; we’ll get your character created, determine your backstory, and set expectations and limits on content (lines, veils, etc.). You can use digital dice or roll physical ones (we use the honor system). I use the music jukebox extensively within Roll20, both for ambience and battle music, as well as dynamic lighting with fog of war so players know exactly what their characters see. I have a wide array of maps that I use, include some custom map ones, and will often include handouts for various characters, locations, or items. Likewise, I frequently utilize theater of the mind when it is more expedient; whatever works best for the immersion and flow of the game. Thanks, and hope to see you in the group soon! <a href="https://app.roll20.net/lfg/listing/424262/patched-tracts-the-dimlands" rel="nofollow">https://app.roll20.net/lfg/listing/424262/patched-tracts-the-dimlands</a>