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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 - 7th Level Gestalt Game

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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 entirely unique, like the Banite Theocracy of Kallum. Still, 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 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 mountain dwarves have held the tunnel entrance 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 central 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 (fewer 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 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 a Roll20 account. You have a Discord account.
After navigating the underdark, they made their way back to the secret entrance to the fortress of Orcus. Kilroy picked the lock and they started fighting their way in.
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Hidden within the ranks of the Orcus orcs were two 7th-level clerics of Luthic. The players were a little confused because Gruumsh and Orcus hate each other, and Luthic is Gruumsh's wife. There's a lot of backstory and lore woven into it, but basically, she sent her clerics there to protect her children from Orcus. The dark blessing of Orcus causes his followers to rise as undead, forever committing their souls to Orcus. Luthic despises this aspect, but unlike Gruumsh, who washes his hands of traitors, Luthic loves her children and does everything she can to protect them. Why does Orcus tolerate this? Orcus hates everyone and everything. His goal is to destroy everything. He doesn't much care in what order, though. This cult's mission is to cull the West Vale and threaten Himkaldur with an army of undead from the corpses of the fallen. If the orcs don't fall, they kill more humans and create more undead. Orcus' army grows. It's win/win.
With all of her combat spells exhausted in the first two attacks, the oroc sorcerer kept a low profile in the assault ok Jaquarys.
After two assaults on the orc camp while the orcs were resting before the attack on Ridgevale, the orcs decided to pack up, split into smaller groups, and head south to strike a softer target. Jaquarys is a small village surrounded by farms, and they assume that's where the battle is taking place.
With the sacking of Jaquarys completed, the remaining orcs helped gather up the corpses for Kalarel to use and headed south to join up with the second horde for the sacking of Meridianvale.