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LFP D&D 5e or 2024 - Home Brew [Paid] - The Twisting Wilds - Sunday Nights 5pm CST

Welcome to the last bastion of civilization in the Twisting Wilds. A decade ago, society mostly collapsed during a horrific event that is now referred to as The Wilding.&nbsp; The untamed lands between the feudal cities and villages suddenly grew denser and primal.&nbsp; Wild creatures grew stronger and more aggressive, making travel deadly.&nbsp; The beasts and now awakened plants pushed out of the primeval forests and most cities and villages fell and were reclaimed to nature.&nbsp; The few remaining bastions of civilization managed to hold together through the manifestation of magic, both divine and arcane.&nbsp; Sorcerer blood ignited with power.&nbsp; Otherworldly entities gained speech and sought out warlock acolytes.&nbsp; Science and learning bloomed under the newly sharpened minds of wizards and artificers.&nbsp; Divinity touched many as dozens of deities began to influence the world through the few living refugees. The remaining cities and villages survived via divine artifacts in possession of those blessed by the deity they represent.&nbsp; The wilds couldn't encroach upon the hollowed ground that surrounded these objects.&nbsp; Despite this, the wilds were viciously dangerous; not only were travelers threatened with being torn limb from limb by twisted beasts and plants, but extended exposure to them could cause the dreadful Metamorphosis.&nbsp; An afflicted succumbing to this plague takes on wild traits: horns grow from their head, scales jut from their skin, their feet and hands fuse into hooves or splay into talons.&nbsp; The forms of this plague are many, and always end in the same result: the loss of the mind as the afflicted tears off their clothes and scamper into the foliage, never to regain control of their own minds, again. Inside the remaining cities and towns, zealotry grew and conflict arose from the new factions in support of the now present deities. Some deities espouse ways that work well with others; some are more xenophobic and demand destruction to those who follow methods to the contrary. Harsh pilgrimages compartmentalized some theologies to specific villages and holdfasts, while the larger cities often were controlled by multiple factions working together to the same goal. The two main cities, despite the differences held within and apart, have almost finished building the Numenroad, a safe way between them guarded every few miles by a divine menhir to keep the wilds at bay. The players will begin in Haven, a small village of several hundred at the edge of civilization, nestled between two lakes. In a world of dragons, parents rear dragonslayers. This is true of the player characters living in this little patch of sanity surrounded by danger. The twisting wilds. The game can support 4-5 players, of which we currently have 2.&nbsp; Once we have 4-5 players, we'll conduct a no cost session 0 to determine what everyone desires out of the game, build characters, and can begin playing the following Sunday. Game Listing: <a href="https://app.roll20.net/lfg/listing/425238/the-twisting-wilds" rel="nofollow">https://app.roll20.net/lfg/listing/425238/the-twisting-wilds</a> This game will require payment to the Game Master at a rate of $4/hr through PayPal prior to the session.&nbsp; The players will decide as a group if they desire 4 or 5 hour sessions, setting the cost at either $16 or $20.&nbsp; Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements.
We're just waiting for a few more players!&nbsp; Join us!