Greyhawk Adventures The Perils of Old Keoland The Setting: The World of Greyhawk, Starting in Saltmarsh Game edition: 5e 2024 The Party: 6 Player Characters of Level 1 (Great Campaign for New and Experienced Players) When: 5 pm - 8 pm GMT, Wednesdays Game time: 3 hours with 15 minutes of breaks included Game frequency: we will run three games in a row, then 1 week off Pay-to-play: Tips of $15 per session per person paid via PayPal. Link to the Game: <a href="https://app.roll20.net/lfg/listing/425408/greyhawk-adventures" rel="nofollow">https://app.roll20.net/lfg/listing/425408/greyhawk-adventures</a> About the Campaign On the world of Oerth lies the vast continent of Eastern Oerik, also known as The Flanaess. This region, once dominated by Giants, Dragons, and Magic, was ruled over by imperialistic and expansionist kingdoms only 200 years ago. Though they have splintered and there is a fragile peace, evil is ascendant. If nothing is done to curtail the growing threat, Eastern Oerik will fall to tyrants, political machinations, ancient evils, and monstrous hordes. Brave heroes traverse the mystical landscapes of Eastern Oerik, confronting fierce monsters and uncovering powerful magic items. Their adventures to defend the land rekindle hope among the weary people of the Flanaess. Even if the heroes die trying, the legends of their exploits will live on! The year is 576 CY (Common Year), and our heroes' story begins in Saltmarsh.&nbsp; This modest fishing village suffered terribly from the Sea Princes' raids, which left deep scars among its residents. In light of the growing threats, King Skotti plans to expand Saltmarsh's port for trade. At the same time, a group of dwarves has been sent to excavate the nearby hills for precious metals, promising potential prosperity for the village. However, the community is divided: some embrace the prospects of wealth and growth; others resist the changes and harbour resentment. Outsiders, strangers and adventurers arrive in Saltmarsh, pursuing a new life, hidden agendas, riches and glory. Prepare to explore the town's history, deal with its factions, and ultimately face a threat that could destroy it. The classic U1-U3 adventure series, as adapted in Ghosts of Saltmarsh, has been expanded with new storylines adapted from classic adventures with enough scope to form a whole Level 1 - Level 20 campaign. About the DM Hi there! I'm an actor, network marketer, and customer service adviser passionate about storytelling and performance. I have a strong interest in history, tabletop wargaming, and RPG video games, with a particular love for Dungeons &amp; Dragons, which I discovered in my late twenties. This newfound passion for D&amp;D reignited my acting career, leading to roles as a supporting artist in popular TV productions such as "Doctors," "Bridgerton," and "Small Axe." I have participated in several long-running D&amp;D campaigns, even hosting a solo campaign for seven years set in the Forgotten Realms for my wife. Additionally, I've served as a Dungeon Master for various short adventures with friends and currently lead a campaign that blends multiple homebrew worlds. D&amp;D inspires me with its potential for rich storytelling, creativity, and the memorable experiences I've shared with my friends. What I Bring To The Table: Passion for D&amp;D 6 years of weekly D&amp;D experience. Voice acting and high-quality microphone setup Handcrafted summaries for each session. Respectful of rules, leaning towards "Rule of Cool" I will never fudge rolls to hinder the party, and I will never create unwinnable encounters Rules Halfway through the session, there will be a 15-minute break (not included in the initial session length). Standard array (15, 14, 13, 12, 10, 8) or 27 point buy. Roll in the open. I will sometimes roll in private when I feel it would be better. Show equal respect for all players. After every six sessions, you get one absence without consequence, even working retroactively. Persistent absence may result in expulsion from the campaign. Why pay to play, and why tipping? Many games have flaky DMs and players, meaning that either players drop out whenever for whatever reason, or DMs just stop running the game. And it's common knowledge that when people put money on the line, they tend to take things more seriously. This campaign is my first time professionally running a game with a relatively new rules revision. These issues won't lead to any long-term problems, and my experience, attention and time invested in the campaign are worth rewarding. However, I fully understand that times are also challenging, and not everyone has the disposable income for a weekly game of D&amp;D. So while I strongly encourage and welcome payment, it is NOT mandatory. Payment and Refund Policy I am not expecting payment from every player or for each 3-hour game. I will accept $15 per 3-hour session for players who wish to and can pay me. Payments will be considered to be made at least one session in advance. For example, a player who pays on the evening after a session will have paid for the following session. I may occasionally extend a session by up to an hour. On such occasions, I would charge an extra $2.50 per person. Refunds for sessions will occur for the following reasons: If there are technical issues with Roll20 that cause the game to be cancelled. If the DM is forced to cancel a session for any reason. As the DM, I reserve the right to accept, deny, or remove players from the game and cancel the campaign at any time. Should these extreme situations occur, outstanding balances will be fully refunded to all affected parties. This game encourages tipping the Game Master $15 per session per person via PayPal. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements.