Roles Sought: 2 - 3 players to fill out an existing party.
Schedule: preference for Saturday afternoons/evenings CST.
Game Style: dark/gritty, heavy role play
Strange things are brewing in the realm. Ancient empires being rediscovered, technology is rapidly advancing, an increase in raids from the Northern hordes, and strangest of all, the disturbance. It came one late afternoon, a rumbling that was felt rather than heard. Spellcasters were temporarily rendered unconscious, everyone else experienced a dull throbbing at the base of their skull. Plants shook, fires went out, animals panicked, and metal became cold to the touch. No one is for certain exactly what caused it, but one thing has been established. It was felt all across the Andrian continent, even far to the north in the city of Morningside and the smaller mining towns surrounding it.
Shortly after, reports of one of the largest, yet most uncoordinated, invasions from the Northern hordes was reported. Entire towns were being slaughtered to a man. Two things stood out though, their undead thralls, usually a mindless frontline to the northmen themselves, were absent. Second, they weren't simply razing towns and taking slaves, they were running the inhabitants out, while leaving the town itself in tact. Then, for a yet unknown reason, they would take up residence; further fortifying the town.
The nearby mining towns have begun begging Dendryl Alabaster, the governess of Morningside, for aid. Seeking men and women to bolster their defenses and keep them safe. However, with so many demands, and the security of the city proper in jeopardy, she's been forced to hire mercenaries and adventurers to go to the towns and help protect them.
You, and a handful of others, have been selected to travel to the town of Coldstone, escorting a wagon of weapons, armor, rations, and building supplies to the Mayor. Once there, you're being paid a gold a day to assist with anything the mayor requires of you. You've been on the road for two days now, and everyone is on edge. A persistent feeling of being watched hangs over the small caravan, and you can't shake a feeling of dread. Little do you know, the reign of the damned is approaching, and only the strongest have any chance of survival.
A few notes about the game:
there's a couple things to be noted about the game. First, we will not be using grids and will instead be running combat theatre of the mind style. Second, while this is a zombie apocalypse campaign, it'll be more than just typical zombies. Expect all manner of undead, i conjunction with different factions, and threats that'd pertain to any fantasy world. A zombie apocalypse doesn't necessarily mean other monsters don't exist. Finally, this will be a brutal campaign. I'm not against your characters, but I won't be pulling any punches either. If a character dies… they're dead. If a character gets wounded, there's a chance they may become infected. Expect to lose people close to you. Don't expect to always kick ass and take names. You'll need to make choices, and there often won't be a right one.
That said, your characters will have ample opportunity to flex their muscles, kill some zombies, and save the day. If you're lucky, they may just live long enough to unravel the mysteries behind the apocalypse, and potentially do something with that information… or they could just be tripped and eaten alive while everyone else escapes.
About me:
My name is Josh, I’m a 21 year old university student. I’ve been both playing and DMing for almost 5 years now. I want to work with you to make the character/game you want, so I’m pretty open to feedback and will often work with players to help realize a concept. I’m just a guy who loves stories, and I look forward to creating one with you.
What I’m looking for:
4 - 6 players, preferably 18+, who are friendly, laid back, and excited to tell a story. I want characters with well fleshed out backgrounds and personalities. I like a lot of role play and party interaction, but combat won’t be neglected.
How do I join?
Comment here with a little info about yourself, your timezone/availability, and a tentative character concept. From there, I’ll narrow down the applicants and send out discord links.
Character Creation:
Starting level is 3. Rolling for stats. Excluding Ravnica races, all official WotC material is allowed, as well as the artificer and revised ranger. Any other UA material should be run by me first. As for homebrew/3rd party sources, I allow Kobold Press’s Midgard Hero’s Handbook, the Bloodhunter, the Pugilist, Matt Coalville’s Illrigger, and am pretty open to other homebrew options, just run them by me first.
Experience: 1 year as a player of 5e, but Ive been roleplaying for years
Time Zone: EST
Play Style: I prefer to play frontline characters, fighters, barbarians, etc.
Schedule: All day Saturday
Discord: Khorne Flakes#4463
Hi! This looks like exactly what I am looking for! I love gritty rp, I love the risk of death, I love zombies, And I just love this. If you still have room for me I would love to join please.
My character concept is a hard fought mining man, a Barbarian with a golden heart but very little self control. Note that I put lots of effort into thinking out the character and backstory, but world info heavily influences that. However everything is flexible.
Experience: 10 years as a player, New GM (Different systems, 3.5 and Pathfinder etc.)
Time Zone: MST
Play Style: Usually go for door kickers but this time around I'd really like to try out a particular Multi-class. (Pal/Sorc with a little homebrew)
Schedule: Anytime after 4pm on Saturday.
Discord: Tamsyn#9216
Been heavily involved in RP for most of my life, grew up in theater. From WoW to FFXIV to DnD and Forum postings I've been pretty invested in quite a few forms of Roleplaying throughout my life. I'm definitely 18+ and am looking for something more to flex the RP muscles a bit. Not afraid of interaction or using a voice when IC.
Sounds like a great campaign. I'm very smart and flexible (play style, class, time). I'm over 18, with experience going back to Basic and Advanced. I've been playing 5e for months. I'm looking forward to virtual play.
Love the concept. New to ToM, and I do enjoy the tactical aspect of combat and party synergy, is that sort of thing preserved in theater of the mind?
Anyway, been playing for decades and a laid back yet gritty/intense game sounds like just what the doctor ordered. I am finishing a Strahd campaign and would love to start up something new. Depending on what the party needs, I enjoy playing just about any role, but if I had my choice I'd really like to explore the roleplaying ground surrounding a sorcerer/warlock multiclass. Not for the coffee lock abuses, though I would want to ask you about your thoughts on short rests in your campaign. Luckily there's enough variability in the sorlock to fill out a lot of roles.
You had mentioned you might be open to homebrew content. This was a proposed sorcerer bloodline in some of the past UA that never made it to official publication. I think it would make for an awesome gish.
Sorcerous Origin: Stone Sorcery
Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords, or maybe you have served or trained under one of the medusa in Droamm. Whatever your past, the magic of elemental earth is yours to command.
Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes.
Origin Spells
You gain the origin spells at the sorcerer levels listed. Origin spells do not count against your Sorcerer Spells Known. If you have an origin spell that is not on the Sorcerer spell list, the spell is nonetheless a Sorcerer spell for you.
At 1st level, you gain proficiency with shields, simple weapons, and martial weapons.
Earth Magic
Your innate connection with stone gives you access to magic that would otherwise be beyond your reach.
Your affinity for metal and connection to stone gives you the option to learn some non-sorcerer spells that focus on weapon attacks or working with stone. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
As an action, you can gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.
Additionally, you have advantage on Strength checks and Strength saving throws.
Stone Aegis
Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies’ protection.
As a bonus action, you can grant an aegis to yourself or one creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. The target gains resistance to any bludgeoning, piercing, or slashing damage. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.
In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.
Stone's Edge
Starting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level plus your charisma modifier. Additionally you can spend 1 sorcery point to effect an additional creature per sorcery point spent. This feature can be used only once per casting of a spell. Additionally you can spend 1 sorcery point per creature, to knock the creature prone with no saving throw.
Earth Master’s Aegis
Beginning at 18th level, when you use your Stone’s Aegis to protect an ally, you can choose up to three creatures to gain its benefits.
In addition the effects of the aegis have improved with the following benefits
Those protected gain tremorsense out to 40′.
Protected targets have resistance to all damage.
anyway if you felt that this wouldn't work in your campaign, like I said, there's a ton of versatility that can be pulled out of a sorlock.
This is my discord handle, though I just set this up and not super sure how it works. paul#3986
Game: D&D 5e
Group preferred: online
Experience: 5 years as a player and DM
Time Zone: Cst (GMT-6)
Roles Sought: 2 - 3 players to fill out an existing party.
Schedule: preference for Saturday afternoons/evenings CST.
Game Style: dark/gritty, heavy role play
Strange things are brewing in the realm. Ancient empires being rediscovered, technology is rapidly advancing, an increase in raids from the Northern hordes, and strangest of all, the disturbance. It came one late afternoon, a rumbling that was felt rather than heard. Spellcasters were temporarily rendered unconscious, everyone else experienced a dull throbbing at the base of their skull. Plants shook, fires went out, animals panicked, and metal became cold to the touch. No one is for certain exactly what caused it, but one thing has been established. It was felt all across the Andrian continent, even far to the north in the city of Morningside and the smaller mining towns surrounding it.
Shortly after, reports of one of the largest, yet most uncoordinated, invasions from the Northern hordes was reported. Entire towns were being slaughtered to a man. Two things stood out though, their undead thralls, usually a mindless frontline to the northmen themselves, were absent. Second, they weren't simply razing towns and taking slaves, they were running the inhabitants out, while leaving the town itself in tact. Then, for a yet unknown reason, they would take up residence; further fortifying the town.
The nearby mining towns have begun begging Dendryl Alabaster, the governess of Morningside, for aid. Seeking men and women to bolster their defenses and keep them safe. However, with so many demands, and the security of the city proper in jeopardy, she's been forced to hire mercenaries and adventurers to go to the towns and help protect them.
You, and a handful of others, have been selected to travel to the town of Coldstone, escorting a wagon of weapons, armor, rations, and building supplies to the Mayor. Once there, you're being paid a gold a day to assist with anything the mayor requires of you. You've been on the road for two days now, and everyone is on edge. A persistent feeling of being watched hangs over the small caravan, and you can't shake a feeling of dread. Little do you know, the reign of the damned is approaching, and only the strongest have any chance of survival.
A few notes about the game:
there's a couple things to be noted about the game. First, we will not be using grids and will instead be running combat theatre of the mind style. Second, while this is a zombie apocalypse campaign, it'll be more than just typical zombies. Expect all manner of undead, i conjunction with different factions, and threats that'd pertain to any fantasy world. A zombie apocalypse doesn't necessarily mean other monsters don't exist. Finally, this will be a brutal campaign. I'm not against your characters, but I won't be pulling any punches either. If a character dies… they're dead. If a character gets wounded, there's a chance they may become infected. Expect to lose people close to you. Don't expect to always kick ass and take names. You'll need to make choices, and there often won't be a right one.
That said, your characters will have ample opportunity to flex their muscles, kill some zombies, and save the day. If you're lucky, they may just live long enough to unravel the mysteries behind the apocalypse, and potentially do something with that information… or they could just be tripped and eaten alive while everyone else escapes.
About me:
My name is Josh, I’m a 21 year old university student. I’ve been both playing and DMing for almost 5 years now. I want to work with you to make the character/game you want, so I’m pretty open to feedback and will often work with players to help realize a concept. I’m just a guy who loves stories, and I look forward to creating one with you.
What I’m looking for:
4 - 6 players, preferably 18+, who are friendly, laid back, and excited to tell a story. I want characters with well fleshed out backgrounds and personalities. I like a lot of role play and party interaction, but combat won’t be neglected.
How do I join?
Comment here with a little info about yourself, your timezone/availability, and a tentative character concept. From there, I’ll narrow down the applicants and send out discord links.
Character Creation:
Starting level is 3. Rolling for stats. Excluding Ravnica races, all official WotC material is allowed, as well as the artificer and revised ranger. Any other UA material should be run by me first. As for homebrew/3rd party sources, I allow Kobold Press’s Midgard Hero’s Handbook, the Bloodhunter, the Pugilist, Matt Coalville’s Illrigger, and am pretty open to other homebrew options, just run them by me first.
Game: D&D 5e
Group preferred: online
Experience: 2 years as a player
Time Zone: Pst (GMT-8)
Play Style: Willing to fill in any necessary role whether that be a frontliner, support, or range dps.
Schedule: Between 12-4pm
Discord: Green Veggie#4463
Depending on the stats I would like to play a Dwarf Conquest Paladin who was an ex-soldier whose base was overrun.
Game: D&D 5e
Group preferred: online
Experience: 1 year as a player of 5e, but Ive been roleplaying for years
Time Zone: EST
Play Style: I prefer to play frontline characters, fighters, barbarians, etc.
Schedule: All day Saturday
Discord: Khorne Flakes#4463
Hi! This looks like exactly what I am looking for! I love gritty rp, I love the risk of death, I love zombies, And I just love this. If you still have room for me I would love to join please.
My character concept is a hard fought mining man, a Barbarian with a golden heart but very little self control. Note that I put lots of effort into thinking out the character and backstory, but world info heavily influences that. However everything is flexible.
Game: D&D 5e
Group preferred: Online
Experience: 10 years as a player, New GM (Different systems, 3.5 and Pathfinder etc.)
Time Zone: MST
Play Style: Usually go for door kickers but this time around I'd really like to try out a particular Multi-class. (Pal/Sorc with a little homebrew)
Schedule: Anytime after 4pm on Saturday.
Discord: Tamsyn#9216
Been heavily involved in RP for most of my life, grew up in theater. From WoW to FFXIV to DnD and Forum postings I've been pretty invested in quite a few forms of Roleplaying throughout my life. I'm definitely 18+ and am looking for something more to flex the RP muscles a bit. Not afraid of interaction or using a voice when IC.
Sounds like a great campaign. I'm very smart and flexible (play style, class, time). I'm over 18, with experience going back to Basic and Advanced. I've been playing 5e for months. I'm looking forward to virtual play.
I'm down
Hey man,
Love the concept. New to ToM, and I do enjoy the tactical aspect of combat and party synergy, is that sort of thing preserved in theater of the mind?
Anyway, been playing for decades and a laid back yet gritty/intense game sounds like just what the doctor ordered. I am finishing a Strahd campaign and would love to start up something new. Depending on what the party needs, I enjoy playing just about any role, but if I had my choice I'd really like to explore the roleplaying ground surrounding a sorcerer/warlock multiclass. Not for the coffee lock abuses, though I would want to ask you about your thoughts on short rests in your campaign. Luckily there's enough variability in the sorlock to fill out a lot of roles.
You had mentioned you might be open to homebrew content. This was a proposed sorcerer bloodline in some of the past UA that never made it to official publication. I think it would make for an awesome gish.
Sorcerous Origin: Stone Sorcery
Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords, or maybe you have served or trained under one of the medusa in Droamm. Whatever your past, the magic of elemental earth is yours to command.
Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes.
Origin Spells
You gain the origin spells at the sorcerer levels listed. Origin spells do not count against your Sorcerer Spells Known. If you have an origin spell that is not on the Sorcerer spell list, the spell is nonetheless a Sorcerer spell for you.
Bonus Proficiencies
At 1st level, you gain proficiency with shields, simple weapons, and martial weapons.
Earth Magic
Your innate connection with stone gives you access to magic that would otherwise be beyond your reach.
Your affinity for metal and connection to stone gives you the option to learn some non-sorcerer spells that focus on weapon attacks or working with stone. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Stone's Durability
At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
As an action, you can gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.
Additionally, you have advantage on Strength checks and Strength saving throws.
Stone Aegis
Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies’ protection.
As a bonus action, you can grant an aegis to yourself or one creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. The target gains resistance to any bludgeoning, piercing, or slashing damage. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.
In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.
Stone's Edge
Starting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level plus your charisma modifier. Additionally you can spend 1 sorcery point to effect an additional creature per sorcery point spent. This feature can be used only once per casting of a spell. Additionally you can spend 1 sorcery point per creature, to knock the creature prone with no saving throw.
Earth Master’s Aegis
Beginning at 18th level, when you use your Stone’s Aegis to protect an ally, you can choose up to three creatures to gain its benefits.
In addition the effects of the aegis have improved with the following benefits
anyway if you felt that this wouldn't work in your campaign, like I said, there's a ton of versatility that can be pulled out of a sorlock.
This is my discord handle, though I just set this up and not super sure how it works. paul#3986
cheers,
paul
Game: D&D 5e
Group preferred: online
Experience: 6 years experience as DM and Player
Time Zone: CST
Play Style: I'm pretty flexible in play style and i try to make the most fun character for the story
Schedule: I'm free for the Saturday evenings and afternoons
Discord: Bingi#1149
I'm always a fan of Zombie apocalypses! so i hope you still have enough room for me : D
I will join. Been playing for about a year. Can be whatever.