DM Experience: Ran 8 Campaigns/Played in about 8 (about four years experience total)
Looking For Experience: Any
Timezone: EST - U.S. East Coast
Roles Sought: 1 - 3 players
Game Style: Combat: High Roleplay: High Exploration/Puzzles: Medium Notes: Complex Worldbuilding and Plot with a very loose railroad, interlocking factions, the world changes based on your choices. Warning: Evil/traitorous pcs are allowed, pvp is party regulated, and overall this game is built with fewer tools for keeping the group cohesive. I ask that everyone who comes into this game recognize that, and understand that however things play out ingame, everyone's able to roll with the punches and get along outside of the game.
Platform: Discord and Roll 20. Gestalt characters can't really be made on D&D Beyond, but on Roll20 it's a lot more feasible. Besides that, Roll20 will be the VTT, using maps whenever possible.
Session Start Time is 2:00 PM EST on every other Monday.
Session Length is about 3-4 hours.
Campaign Summary:
Often considered the most powerful nation of spellcasters in all of known history, the exploits of the Netherese were beyond imagining. 10th and 11th level spells, cast as though they were mere child's play. Cities that were magically hovered thousands of feet above the ground. Spelljammers that could supposedly travel the stars themselves! Rumors spread like wildfire, claiming that the one such Netherese wonder: The Artificial Island of Ilonduil, has finally been discovered after millennia of being deemed a myth. Enormous lost ruins, isolated towns and villages, ancient secrets hidden away in underground vaults, etc, etc, all on a mysterious island hidden by magic forgotten by even the gods themselves. A horde of scholars, treasure hunters, and power-hungry tyrants have begun to scour The Trackless Sea in search of The Island of Ilonduil. Yet so far, none have returned successful. In fact, few have returned at all."
Doom of Ilonduil is an attempt to create a homebrew campaign module, going from level 1-20 using gestalt rules. For those that don't know, gestalt means a game where one character is built with a combination of two classes rather than one, and leveling them up together. So instead of starting out as say, a level 1 fighter or level 1 wizard, you can start out as a level 1 fighter/wizard, creating a much more powerful character.
I've already finished running this campaign from start to finish awhile back, which established a good foundation. At this point, I'm trying to structure the story of this campaign into a fluid, non-linear adventure that feels different with every playthrough, yet always fun to go through.
I will be fully transparent in saying that the full contents of the material are not finished. The key concepts, characters, and mechanics are finished, but many of the unique maps and statblocks of the six regions of Ilonduil are unfinished, with the intent being to slowly add and adjust them with every party that plays through the campaign. Even still, there's already enough content to make the campaign a worthwhile experience.
A few things I will use to supplement the campaign:
- A guide for creating gestalt characters on roll20.
- Kibbles Crafting Guide. A crafting system for those that want to use it.
- Daniel Khan's "Save or Suck?". An excellent way to make control and debuff spellcasters viable into the late game.
- DM's Guild's Monster Manual Expanded 1-3. Offering many more possibilities for mid-high level gestalt encounters, as well as a baseline for more homebrew gestalt monsters.
If you are interested in joining, send me a DM on D&DB and/or a friend request on Discord (username: ‘noahbaa0431.’). I’ll try to help you set up your character on Roll20 first and foremost, and then we can have you join with the rest of the party. The party is currently level 7, and our next session is November 18th.
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Game: D&D 5e
Group Type: Online
DM Experience: Ran 8 Campaigns/Played in about 8 (about four years experience total)
Looking For Experience: Any
Timezone: EST - U.S. East Coast
Roles Sought: 1 - 3 players
Game Style:
Combat: High
Roleplay: High
Exploration/Puzzles: Medium
Notes: Complex Worldbuilding and Plot with a very loose railroad, interlocking factions, the world changes based on your choices.
Warning: Evil/traitorous pcs are allowed, pvp is party regulated, and overall this game is built with fewer tools for keeping the group cohesive. I ask that everyone who comes into this game recognize that, and understand that however things play out ingame, everyone's able to roll with the punches and get along outside of the game.
Platform: Discord and Roll 20. Gestalt characters can't really be made on D&D Beyond, but on Roll20 it's a lot more feasible. Besides that, Roll20 will be the VTT, using maps whenever possible.
Session Start Time is 2:00 PM EST on every other Monday.
Session Length is about 3-4 hours.
Campaign Summary:
Often considered the most powerful nation of spellcasters in all of known history, the exploits of the Netherese were beyond imagining. 10th and 11th level spells, cast as though they were mere child's play. Cities that were magically hovered thousands of feet above the ground. Spelljammers that could supposedly travel the stars themselves! Rumors spread like wildfire, claiming that the one such Netherese wonder: The Artificial Island of Ilonduil, has finally been discovered after millennia of being deemed a myth. Enormous lost ruins, isolated towns and villages, ancient secrets hidden away in underground vaults, etc, etc, all on a mysterious island hidden by magic forgotten by even the gods themselves. A horde of scholars, treasure hunters, and power-hungry tyrants have begun to scour The Trackless Sea in search of The Island of Ilonduil. Yet so far, none have returned successful. In fact, few have returned at all."
Doom of Ilonduil is an attempt to create a homebrew campaign module, going from level 1-20 using gestalt rules. For those that don't know, gestalt means a game where one character is built with a combination of two classes rather than one, and leveling them up together. So instead of starting out as say, a level 1 fighter or level 1 wizard, you can start out as a level 1 fighter/wizard, creating a much more powerful character.
I've already finished running this campaign from start to finish awhile back, which established a good foundation. At this point, I'm trying to structure the story of this campaign into a fluid, non-linear adventure that feels different with every playthrough, yet always fun to go through.
I will be fully transparent in saying that the full contents of the material are not finished. The key concepts, characters, and mechanics are finished, but many of the unique maps and statblocks of the six regions of Ilonduil are unfinished, with the intent being to slowly add and adjust them with every party that plays through the campaign. Even still, there's already enough content to make the campaign a worthwhile experience.
A few things I will use to supplement the campaign:
- A list of minor rule changes. On top of the gestalt rules themselves, there's also a list of homebrew rules I've included to make certain classes/subclasses rendered obsolete by gestalt a bit more effective/unique. The full ruleset is right here: https://docs.google.com/document/d/18GfOXriJKY-zDv-JaQDCy3zYoISRGl9YBDM_DmcpdLw/edit
- A guide for creating gestalt characters on roll20.
- Kibbles Crafting Guide. A crafting system for those that want to use it.
- Daniel Khan's "Save or Suck?". An excellent way to make control and debuff spellcasters viable into the late game.
- DM's Guild's Monster Manual Expanded 1-3. Offering many more possibilities for mid-high level gestalt encounters, as well as a baseline for more homebrew gestalt monsters.
If you are interested in joining, send me a DM on D&DB and/or a friend request on Discord (username: ‘noahbaa0431.’). I’ll try to help you set up your character on Roll20 first and foremost, and then we can have you join with the rest of the party. The party is currently level 7, and our next session is November 18th.