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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) Three Seats Open - 11th Level Gestalt Game

Allow me to introduce myself… I’m John, DM extraordinaire (over 60,000 hours on R20). Feel free to check out my profile on r20. Jump to the juice and email me - <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 55 and from Canada (originally from Toronto, 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 - 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. 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 taken place on Multras, the primary human continent. Multras is divided 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, such as France and Germany, while others 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 a wide variety 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 with these elements, and I let them 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. 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 (with a group of 5) of gameplay (5th-9th level). $5 per hour (with a group of 5) of gameplay (10th-14th level). $6 per hour (with a group of 5) of gameplay (15th-19th). $7 per hour (with a group of 5) 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.
Lord and Lady Shadowfell are ready to welcome the player to their keep.
I made new drowned token yesterday to add another element to the challenge of the game: Breathing. When a monster is nightmare fuel, you need a token that conveys that instantly.
Bloodrots are back. New and improved.
I made a new Cinderspawn token for the game.
The skeletal juggernaut was a huge hit in last night's session.
I first found this horror while searching for new, interesting monsters for my Lost City Game. A flood drowned the city, and the residents waited too long to evacuate. An undead water elemental seemed perfect for that. They are scary and weird even before you know what you're dealing with in combat. Their "breath" weapon is actually an inhalation that sucks the moisture out of everything in the area. Unlike most damage types, this functions like Horrid Wilting , so there's no resistance to it.
Just something else to keep you up at night. Something gray and shriveled sloshes within a grimy glass canister. This disembodied brain floats in alchemical preservatives. The brain in a jar is a masterpiece of preservation, but where alchemical preservatives end, necromancy begins. An animate brain in a jar is, in truth, an undead creature. Because it is free from the need to control and animate an entire body, a brain in a jar may possess potent mental powers. Of course, merely removing the brain of a zombie or some other undead creature and storing it in alchemical preservatives is not enough to create an undead brain with psionic ability. The ritual of extraction, the spells of formulation, and the alchemical recipes of preservation are closely guarded secrets held by only a few master necromancers. Creating a brain in a jar is difficult and fraught with danger, because once its mental powers are fully developed, this undead creature is adept at controlling the thoughts and minds of other creatures, especially living creatures. It is not unknown for a brain in a jar to take control of the necromancer who created it. The brain weighs about 25 pounds, including the glass canister and preservative fluids. A brain in a jar can speak telepathically to any creature within 100 feet that has a language. &nbsp; Combat: A brain in a jar prefers control to direct combat, since brains in fragile glass jars can’t stand too much jostling. However, when it can’t stay completely clear of combat, it seeks to put off aggressors with its mind thrust ability.