I'm going to be DM'ing a campaign for RL friends here in a few weeks. I'm looking to see if there would be interest from anyone in running the campaign ahead of them. You would effectively be helping me learn how to use roll 20 to DM, and helping flesh out the final details of the world. I know that players do what players do, but I like to have some NPCs and general interesting bits of side story interwove into the group tale. I do promise to stay commited if this takes off, I won't ditch the group once I start DMing for my RL friends. I do have some experience as DM, not a lot, but I had fun with it and look forward to DMing again. The details are as follows: Game Time: 8-12ish EST, date is up for debate. Mon/Wed/Thursday are off limits for me Players: Looking for 4-6 reliable people. Rules: * Officially published races and classes, Standard Point buy starting at level 2. *I treat proficiency different than a lot of DMs, I think. Chose proficiencies carefully, to be able to use the "Help" action or to not roll at disadvantage for a skill check you must be proficient. There are always exceptions to the rule, and this one has lots of them . . . but as general rule of thumb I try and make the classes/backgrounds/personal choices each character makes more meaningful this way. It also gives everyone a chance to shine, or let the group down lol. *I use the gods from Appendix B of the Players Handbook. *I want to try a different method of damage. It will follow the standard format, match the AC and it's a hit. I will treat each "hit" as a minor scratch or a strong blow against your armor that tires you out. When/if you are hit and drop below 0 HP that hit will be a telling blow. There are consequences to taking such a blow and it will caus a minor negative effect to be imposed on your character for a length of time based on how many death saves you fail. *These rules are a little vauge, but I intend to clarify these and go over a few others before our first session. I just want to be as upfront as possible with you all. Hook: “You awaken, or do you? It’s hard to say.
Is this real… or is this a dream? It’s dark, and cold. Cold? It’s never cold
here, why are you cold? Your eyes are open, you believe. However, it’s dark, a
menacing lonely darkness. You feel an agonizing pressure pushing in from all
around you. Where are you? As you strain to recall where you are, a sense of
dread starts to kick in. The past is all a haze. You can’t even recall your own
name. Now in a panic, you attempt to move. It is possible, but it is difficult.
There is a resistance which makes it a struggle, but you are not tied or bound
in any way. Then you remember something, a memory that
seems both forever distant and as if it just occurred. You were on a large
wooden vessel, a ship as you recall. Something happened . . . you and your
friends were bound and forced over the edge. Instinctively you held your
breath, knowing it would be meaningless. No man escapes from the clutch of Davy
Jones’ locker. As you sank deeper you focus on the cause of all your strife,
and yet your only hope of salvation. You watch the barnacle covered keel of
your ship sail onward without you. That’s right, it was your ship, you
remember now. You were important, perhaps even the Captain. Apparently, you
weren’t as important as you had thought. Your plight does not cease, downward
you continue to sink. You must be weighed down. As you begin to struggle for a
breath, you take note of the sea above you. It is growing darker, the light of
the surface now barely visible. You find an odd beauty in the site - and then
able to fight the urge no longer, you take a deep breath and ingest the water.
It is the poison that will kill you, as well as the grave that will comfort you
in death. As a sailor, you have often had nightmares of drowning, but it was
more peaceful than you had imagined. What an awful memory you think, that
can’t be true. You’re alive. But how can you be? This must be a nightmare.
Perhaps that shit stain cook under-prepared the clams again. He should be
forced to walk the plank. No man does in Captain Fiddicks’ crew like this, and
lives to get away with it. His crew is the terror of the two bays! The only problem is, you know you’re
awake. You haven’t eaten bad clams, and you are living in a nightmare. It is
cold, dark, and the pressure is immense. Are you still underwater? That could
explain it, but how and where? Has your nightmare come true? If it has, then
why are you still alive? Is this hell, your own personal hell? You feel something
touch you. It brushes across your face. It must be seaweed. The pain dissolves
into nothing and warmth takes you, as you feel a sensual kiss on your lips. A
kiss? You can see now. Before you is the most beautiful creature, you are
naturally drawn to her. Could this be love? As she floats away you take in the
rest of her form – half-woman, half-fish. Finding it easier now to
move around, you take in your surroundings. You find yourself in a pod like
structure. A small hut made from seaweed. You see your friends standing outside
of similar huts, you are all alive! But how, and more importantly why?” I'm really interested in hearing from you guys and gals. If there isn't much interest no big deal. But if enough people are interested and patient enough to put up with a new to roll 20 DM, then let's do this.