As stated in the LFG description the game will be on Wednesday starting at 3:30 PM GMT and ending at 7:45PM GMT (4 hours of play one 15 min break in the middle, and additional breaks if need ). You need to be able to attend every session (breaks might be taken during holidays such as Easter when many people might be visiting their families or god knows what). You need to have: -A decent microphone -A device from which you can play without having to wait 10 minutes for a map to load (Playing from a 10 year old laptop with a 30kbps internet might not cut it, but most internet connections and devices can do just fine on roll20... so don't worry too much about this) -A place from where you can play in which there is, relative, silence (Aka no background noise from your living room/workplace) Hello, I am planning on starting a 3-4 player group for the system called Swords&Wizardry. It is a "old school revival" type system based around D&D 1st ed, if you are not familiar with it you can check out the handbook for free: <a href="http://www.swordsandwizardry.com/ebookfinal9.pdf" rel="nofollow">http://www.swordsandwizardry.com/ebookfinal9.pdf</a> The above is all that you, the player, will need over the course of the campaign. We only use rules from the book above, if something is not clearly stated there I reserve the right to over-rule it (even if book X says Y about it) and even if it is I reserve the same right provided that it makes no sense in the context. You can only uses classes and spell from the book above. No skills, weapon proficiencies or non-human race will be used to being with. The only "homebrew" modifications I will be using are: a) Evil cleric and command/raise undead instead of turning them (half the number of undead that a good cleric of the same level can turn/destroy the evil cleric will be able to command/raise), neutral cleric can pick between the 2 at the beginning of the game b) We will be rolling "check" against certain ability scores to see if you succeed at task which don't have a set roll already (Mark wants to jump a distance of 20 feet from one roof to another and has 5 feet of elevation compared to the roof he wants to jump on, we will roll a d20 against Mark's dexterity to see if he can do it or not and add penalties/bonuses depending on situation) c) After being knocked down to "0" health a player has a number of negative health points (that he losses at a rate of 1 per round) equal to half his constitution (numbers are rounded down). d) Initiative will be rolled on a d10 (party initiative and monster initiative), winning side goes first (anyone can hold action) and losing side goes last (can't hold action). A player has a "Minor action"(movement, picking up an item, opening a door, drawing a sword) and a "Major action"(Attack, cast spell, drink potion) each initiative turn and he can substitute the Major one for a minor one, he can also hold initiative for 1 action after doing the other one. Doing things like this means there is no more spell interruption e) Each level up we roll a d6 to increase a random attribute Ok, onto the actual campaign This particular adventure will start with a cleric or mage sent out by his religious order to investigate the Loreth, the lord in charge of the city called Ivory tower, there have been troubling reports of people accusing him of necromancy, speaking with demons, worshiping "wrong" gods and much more nonsense. You have been sent to find out about this (why your church/order is concerned about this is entirely up to you). This cleric/magic-user has with him 2 or 3 (depending on how many players I end up taking) guards. These guards are not bound to be fighters, just men that have proven themselves capable enough fro the church/order to hire them in order to guard his mid-ranked member on his quest. The backstory of the guards is up to you. The race id by default human and no multi-classing is allowed, this will probably change later in the campaign. If you wish to play send me a PM with a short backstory, you could write a novel but D&D is not about writing novels, is about improvising and building off something insignificant and un-detailed into something epic with a huge story for the character. Some information about you would also be appreciated, something like: Hi, my name is George and I am 20 years old, I live in Bucharest, Romania where I study engineering. I enjoy playing and GM-ing sandbox games using AD&D 1st/2nd ed as well as my own heavy-homebrew system. My main inspiration for creating characters and worlds comes from Tolkein's books but also from the ASOIAF and Dragonlance series... Not your whole life story, just a few short words to get an idea of who you are and what type of games you're into. The starting level for our priest/magic-user will be 2 and the starting level for the rest of the party will be 1. Starting money will be 25 gold for the 1st level characters, 150 gold for the 2nd level character. As far as ability scores (or attribute scores or stats or however the bloody hell you want to call'em) go you can chose out of 4 presets and assign each value to whatever AS you wish: Preset a) 10,10,11,12,12,14 Preset b) 9,11,11,13,13,13 Preset c) 8,9,10,11,12,16 Preset d) 10,10,10,11,12,15 The 2nd level character(cleric/magic-user) is allowed to add an additional "+1" to one of the values.