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[LFP] [DnD 5E 2014] [15$] [Tuesday's 8PM EST] [2 Slots Remaining] [Lvl 3] 🔴🔵🟣🟡 ᴀɢᴇ ᴏꜰ ᴅᴜɴɢᴇᴏɴꜱ 🟢⚪⚫🟠

&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; The GM Hi, nice to meet you. I am Goliath GM. I have been involved with TTRPGs since I was a kid, totaling 23 years of experience, with the last 5 years dedicated specifically to running DnD 5e 2014 games. I consider myself a jack of all trades when it comes to entertainment and knowledge. I am a published philosophy and sociology major and teacher. Over the years I have been a lead vocalist in bands, produced music videos, acted in theater plays and films, worked as a stand up comedian, and done voice over and dubbing work. I am currently pursuing my third degree in religious studies, with a strong focus on mythmaking and narrative structures. At heart, I am a performer. TTRPGs allow me to bring all of these skills together to entertain, immerse, and help tell the kind of stories that only a table of committed players can create together. The Age of Dungeons In the World of Agon, every few cycles, a divine act of wonder ushers in a new age. Each time the Dungeons appear, they reshape the nations of Agon. Cultures shift, economies rise and fall, and even geography bends under the mythical pull of these places. The Dungeons promise fortune in gold, rare artifacts, unexplored landscapes, and enemies unlike any others. How far will you go? How many foes will you defeat? How many parties will you leave behind as you clear the levels? That is up to you to discover. This time, the Dungeons have appeared in the nation of Dalbora. Once ruled by noble families, Dalbora embraced democracy and justice for all only a few decades ago. Its gilded banners stand in stark contrast to the surrounding nations, and now the country faces its greatest ideological test. With eight active Dungeons within its borders, anyone can amass wealth and power. While the old noble houses still command vast resources and legendary adventurers, any member of the Guild of Adventurers has the chance to rise beyond their wildest expectations. Your group will begin by discovering a Dungeon by chance. As adventurers affiliated with the Guild of Adventurers of Dalbora, you benefit from a Finder’s Charter, granting exclusive exploration rights for a full week without territorial disputes. You also gain naming rights for the Dungeon, permanently inscribed into the world’s lore. Dungeon delving is not the only path forward. When the depths grow too dangerous or too costly, guild contracts await. Factions maneuver in the shadows. Cities breathe with life and intrigue. You will have clear objectives when you want direction, and a living sandbox when you want freedom. Pursue the plotlines that interest your group or your character. Pick up old threads or carve new ones. How far you go is entirely your choice. The World of Agon has existed for over five years outside the game itself. Multiple groups have shaped its history, altered its locations, and left lasting marks on the setting. All of my DnD 5e 2014 campaigns take place in this shared world, featuring recurring NPCs, evolving locations, and occasional crossover events when agreed upon by the groups involved. In addition, the campaign offers exclusive magic item price tables, allowing characters to purchase items they actively seek. There are over 60 playable races, with custom options currently in development. Players have access to a shared book compendium, dynamic lighting, and other quality of life features to support immersion and play. Campaign Info System DnD 5e 2014 Session Time Tuesdays's from 8 PM to 11 PM EST Sessions may occasionally run slightly longer if all players agree Platforms Roll20 for gameplay Discord for voice only Starting Level Level 3 Level Up Method Milestone based progression Ability Scores Players choose either a plus two and plus one, or three plus ones Racial ability score increases are ignored in favor of Tasha’s rules Optional Features Tasha’s optional features are in use Stats Method To keep things fair while still letting you choose your risk level, we’re using two different stat-generation options. Both generate a full set of six stats. Option A&nbsp; Roll 6#5d6kh3 (5d6, keep highest 3, six times) You roll ONE set only — no rerolls This method was common at other tables and produces very solid, consistent stats Option B&nbsp; Roll 6#4d6kh3 (4d6, keep highest 3, six times) You may keep the set OR discard it and reroll You can do this up to two times All rolls are made openly in the Discord server &nbsp; Hit Dice All hit dice gained on level up are maximized Multiclassing Permitted, following standard minimum ability score requirements Feats All characters begin with one feat Variant Human is not used, only base Human, which still receives the starting feat Character Sheets Roll20 character sheet or DnD Beyond Books Available on the Compendium Player’s Handbook Dungeon Master’s Guide Fizban’s Treasury of Dragons Mordenkainen Presents Monsters of the Multiverse Mordenkainen’s Tome of Foes Sword Coast Adventurer’s Guide Tasha’s Cauldron of Everything Xanathar’s Guide to Everything Volo’s Guide to Monsters Van Richten’s Guide to Ravenloft The Wild Beyond the Witchlight Current Slots 1 Slot available -&nbsp; Dhampyr Gunslinger - High elf&nbsp; Wizard Bladesinger - Human Fighter Battlemaster - Half-Elf Sorcerer Divine Soul - Kalashtar Twilight Cleric - AVAILABLE Payment Method and Information Session Zero, which includes character creation, lore introduction, and homebrew overview, is completely free. Session One, your first actual play session, is also free. From Session Two onward, there are two payment options. 15$ USD per session Or 45$ USD for a bundle of four sessions Sessions cancelled by the GM are never charged. All payments are made before session time via PayPal. PayPal email is&nbsp; <a href="mailto:brunogoliath@gmail.com" rel="nofollow">brunogoliath@gmail.com</a> Contact Info You can message me directly here on Roll20, or on Discord Discord handle brunogoliath Email <a href="mailto:brunogoliath@gmail.com" rel="nofollow">brunogoliath@gmail.com</a> You may also join our Discord server via&nbsp; invite&nbsp; <a href="https://discord.gg/umPRhZwPRF" rel="nofollow">https://discord.gg/umPRhZwPRF</a>
The Dungeons are upon us, those are mysterious spaces contained in demi-planes, with entrances scattered all throughout Dalbora. Each Dungeon has its particularities and challenges, that you will come to know more about in time. The Guild selected each and one of you to be the first through the gates of one of them, but fret not, you will get the opportunity to visit them all if you wish so in time, but the first one you choose will allow to explore freely for a week without other parties cluttering the place, allowing you to delve in their mysteries undisturbed. Your party will also get naming rights, every dungeon is named for it's entrance, you will get to give it's title. You will also have the opportunity to set an HQ (Bastion) there, as cities will naturally form around them to supply adventurer's and to be a trade hub for the riches extracted. The Pit A vast sunken expanse of scorched stone and ruined structures where combat is constant and unavoidable. Heat, collapsing terrain, and roaming hostile forces ensure prolonged engagements and rapid exhaustion. The Maze An ever-shifting complex of flooded corridors and sealed chambers. Navigation is unreliable, visibility is limited, and many denizens exploit concealment and foreknowledge to control encounters. The Stairway A vertical dungeon composed of ascending platforms, suspended paths, and open air passages. Movement is continuous, falls are common, and most threats rely on speed, reach, or ranged pressure. The Mirror An unstable interior of reflective surfaces and mutable spaces. Illusions, false paths, and deceptive entities are prevalent, often obscuring enemies, objectives, or the dungeon’s true layout. The Chasm - Ardyn's Prayer A deep, overgrown rift filled with layered ecosystems. Dense terrain, limited sightlines, and coordinated predators make ambushes frequent and prolonged exposure increasingly dangerous. The Gate A monumental structure of ordered halls and radiant chambers. Progress is regulated by trials, enforced rules, and sentinels that punish imprecision and unauthorized advancement. The Mausoleum An expansive necropolis of tombs, catacombs, and sealed sanctums. Life-draining effects, persistent undead, and irreversible hazards are common throughout its depths. The Tower A massive, fortified structure descending as much as it rises. Durable constructs, siege-grade threats, and environmental pressure reward preparation and sustained engagement over speed.
Still looking for the last player!
What has been learned so far from The Mausoleum In an cemetery dedicated to Kelemvor the Lord of the Dead and Judge of the Damned, the entrance of The Mausoleum was discovered by relatively unknown group of adventurer's while pursuing a simple enough quest of the Adventurer's Guild of Dalbora. Their objective was to investigate and extinguish a disturbance in this long abandoned but still visited location, it was said that those that didn't pursue any faith were usually buried here, an attempt made by the family of the deceased to entice Kelemvor to claim theirs souls, to save them the miserable fate of becoming immured in the The Great Wall of Bones. &nbsp; Arriving there the party made quick work of the zombies that desecrated the place and their own tombs, but before they could rest on their laurels a blinding white flash and a thunderous boom heralded the first moments of The New Age of Dungeons, in front of them they saw the statue of Kelemvor that silently shepherded the cemetery start to rise and twist in its own axis revealing an ever descending stairwell. It is not known if the adventurer's knew what pursuing those steps would entail for them, but once they crossed a threshold of pure darkness they witness the inside of a cathedral that looked as if buried for centuries beneath the shadow of Kelemvor, they discovered quickly that this dungeon had it's own mysteries and particular denizens, housing not aberrations, beasts or other diverse categories of creatures, but instead, unclaimed souls of mortals that have come to pass recently or even countless ages ago. The Mausoleum itself possesses a hunger for those that live, wounds accrued in there did not bleed, instead they darkened and the feeding frenzy of the dungeon encroached necrotic energy into their flesh, it was learned although that any form of healing, or taking a moment to staunch the wound would be enough to drive away the corrupting consumption. Much more is yet to be learned about The Mausoleum, but I'm afraid that those words are yet to be written through the eyes that witness the shadowy looming halls of this necropolis...