Hello, this is a listing for the Thay, The Wizards Must Die games I am running. We will be using Discord for voice, Roll20 for the game, and we will start at level 3 with the Magic Initiate (Wizard) feat. There will be a session 0 where we will make characters, discuss the world, create backstories, discuss any homebrew rules people have if any, and get a general feeling about what the games are like. Below you will see a few paragraphs about the setting, the hook of the campaign, and a link to the games. I will be using the 4e Faerun Campaign Setting, and Thay Land of the Red Wizards by Ed Greenwood, Alex Kammer, and Alan Patrick as the foundation of the game. I hope we can overthrow Szass Tam and his Red Wizards together without becoming his undead thralls. Also, I have some out of game rules I expect you to follow: 1. This is an LGBTQIA+ Safe Zone 2. Don't treat anyone in or out of game badly 3. Do not take agency away from players 4. Do not say any harmful words towards anyone of any group Welcome to Thay, a land whose reputation with undeath and red robed wizards have made its very name a curse the people beyond its borders say in hushed tones. While there are people who live in Thay who wish to simply live their lives with as little influence from The Red Wizards as possible, you are not one of those people. One day Thayan slavers took you from your home and brought you to Thay to be sold to its upper class. You thought you would be sold to another nameless and unimportant face in the crowd, but instead you were bought by none other than Szass Tam himself. As a magical tag was placed on you, you worried what malicious ideas he had for you.&nbsp; But instead of marching you to the fields to work until death or to be experimented in his necromantic studies, he took a keen interest in you and forcibly took you under his wing. As you studied the arts and learned of Thay’s history and culture you were always under the curious and oddly guiding eye of Szass Tam. He even learned your names and other aspects about you and your life, all the while you performed necromancy and unholy experiments out of fear of being punished by him. He even took you to meetings and gatherings of The Red Wizards, but he made you cover yourself head to toe because “they couldn't comprehend what I see in you.”&nbsp; One day you had enough and ran for an escape, but Szass didn't send guards, magic, or curses your way. Instead he simply smiled at you as watched you escape. Days after you freed yourself from Szass Tam’s palace you marched your way to the borders of Thay to try and return home, all the while keeping to the shadows and hearing rumors of a woman named Qulone Trythkul who held a hatred for Szass Tam much like you, but she wants to overthrow The Red Wizards. But as you went from town to town you found news of your escape, and you thought you were almost home. But as you got to the border you found that the tags magically kept you in Thay, and you were now a prisoner in a realm of dangerous magics. What do you do now? Do you try to remove the tag and return home, do you find Qulone and join her in her cause to overthrow The Red Wizards, or do you try to blend into the place that has forcibly come to your home?&nbsp; Game 1 Date &amp; Timezone: Sunday, 12PM Central Time Frequency: Weekly Next Session: 0 Seats Open: 6 Party Comp: None Link: <a href="https://app.roll20.net/lfg/listing/429921/thay-the-wizards-must-die-sunday" rel="nofollow">https://app.roll20.net/lfg/listing/429921/thay-the-wizards-must-die-sunday</a> &nbsp; Game 2 Date &amp; Timezone: Monday, 8PM Central Time Frequency: Weekly Next Session: 0 Seats Open: 5 Party Comp: None Link: <a href="https://app.roll20.net/lfg/listing/429615/thay-the-wizards-must-die-monday" rel="nofollow">https://app.roll20.net/lfg/listing/429615/thay-the-wizards-must-die-monday</a> &nbsp; Game 3 Date &amp; Timezone: Wednesday, 8PM Central Time Frequency: Weekly Next Session: 0 Seats Open: 6 Party Comp: None Link: <a href="https://app.roll20.net/lfg/listing/429922/thay-the-wizards-must-die-wednesday" rel="nofollow">https://app.roll20.net/lfg/listing/429922/thay-the-wizards-must-die-wednesday</a> &nbsp; Date &amp; Timezone: Thursday, 12PM Central Time Frequency: Weekly Next Session: 0 Seats Open: 6 Party Comp: None Link: <a href="https://app.roll20.net/lfg/listing/429616/thay-the-wizards-must-die-thursday" rel="nofollow">https://app.roll20.net/lfg/listing/429616/thay-the-wizards-must-die-thursday</a> &nbsp; This game will require payment to the Game Master at a rate of 15$ Per Game. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements.