I have recently purchased a campaign that is meant to start players at 1st level and by the end, take them all the way up to level 20. I have put the campaign's description in the spoiler below.
Deicide is a campaign designed to begin with a party of four to six 1st-level characters, who should advance to 20th level by its conclusion.
The Gods have abandoned Faerûn. Bringing loved ones back from the dead hasn’t been done in centuries, and communion with the deities is a spiritual exercise only. Holy warriors and messengers have lost their powers and have all but completely disappeared. In this bleak world, wars are frequent, crime runs rampant, and hope has faded. Rumours are abound of a mysterious crime lord taking control of the underworld. Monsters roam the lands and every road is increasingly more dangerous. Without guidance, the many civilizations of this world are plagued by greed and corruption. The only way forward is to bring the Gods back, or to take their place in the heavens.
Deicide takes place across two islands, Aurora and Limdorkal. These landmasses are the westernmost islands of the Moonshae Isles, an archipelago located roughly 400 miles west of the region of Amn and to the southwest of the Sword Coast. Surrounding the Sea of Moonshae, these islands feature a wide array of cities, civilizations, climates, terrains, and monsters. Limdorkal is famously a harsher environment, home to exotic races, whereas Aurora is almost entirely dominated by the human kingdom. Elminster Aumar, the famous Old Mage of Faerûn, once visited these islands and claimed it surprising how such diverse environmental systems erupted here, and how varied were the people inhabiting them. While the Sword Coast is part of Faerûn, a continent of Toril in the Forgotten Realms, feel free to adapt these islands to any setting of your choice, such as Ravenloft, Eberron, Ravnica, or even on your homebrew world.
The story told here happens some hundreds of years after the beginning of 5th Edition, and the Overgod Ao is trapped inside an artifact, which limits the workings of gods around Toril. The characters will be able to learn more about the missing Gods, about a mythical folklore artifact known as the Wand of Wonders, which carries the powers of the Gods, and about the crime lord Kaiser Soze. Through their adventures, they will be able to visit other realms, planes, and dimensions, as well as come into contact with different races and civilizations. In the end, it is up to them whether to ally with the Crime Lord, and whether to release the Gods or keep their power for themselves.
I am looking for at least 4 players, max of 6, who are willing to start at 1st level, bare with me as I learn and no doubt make mistakes, and help to correct me and learn throughout the campaign. If you are interested in joining, please PM me. I will stop joining when there are 4-6 people, but I might reopen the campaign if a spot becomes available. Also I love to powergame, so if you can find a way to break the laws of the game but still are playing by the rules, I welcome and encourage it.
Fifty years ago, the village of Havehollow was the home of a wizard known as Astabar, the Experimenter. Astabar came into possession of a Wand of Wonder, and brought it to his manor. One of his experiments went horribly wrong, and Astabar turned into an abomination, surviving in order to keep working on his experiments with the wand. Through it, he created a ritual to trap living creatures in in his manor - should they die within its grounds, their souls would be trapped there forever. His ultimate goal is to gather enough souls to conduct a demonic ritual and create a new human body for himself. The trapped souls have no power to fight back, are tortured by Astabar if they disobey him, and fear him terribly. The manor looked abandoned and over the years gained notoriety for the many strange occurrences that took place on its grounds. The folk of Havehollow avoid the place at all cost. On occasion the stories attracted adventurers looking to explore the manor and reclaim any magic left behind. One of these adventuring parties included a young bard by the name of Rivana Greywire. Exploring the manor was her first real adventure, and her last. Her fellow adventures were killed by Astabar and his imp familiar, and she ended her own life out of fear. Her soul was trapped by Astabar in his manor, and she is now forced to go to Havehollow and lure other adventurers there, so that Astabar can collect their souls as well. Once you enter the manor, you will be trapped inside. In order to escape, you must find a way to cancel the magic zone of weirdness created by the Wand of Wonder. In addition to the strange effects of the wand, Astabar’s familiar will do everything in his power to hinder you, and Astabar himself will eventually arrive back to the manor and roam the hallways, slowly chasing you until he can kill. It is obvious that Astabar is too strong to be fought head-on, and you must instead use your cunning and wittiness to explore the manor without being caught. Good luck.
You have few complaints this night as you rest in the common room of the Crooked Crow Inn. While winter has passed, the night air carries enough of a chill to make any hearth a welcome sight. The village of Havehollow is typical for this part of the realm. Livelihoods are made from farming and livestock with a few merchants and the Inn catering to travelers along the Baron’s Road. You are surrounded by good folk who know that hard work is what’s needed to make it through harsh times. As you fnish your meal you notice a raven haired woman walk to the front of the common room with a lyre in hand. She plucks a few practice cords then breaks out into song. The song tells of a mage known as Astabar who experimented with the mysterious Wand of Wonder, with catastrophic results.
A rough looking older woman with feline features sits quietly as far from the crowds as possible. She looks around warily at the people in the inn, but continues to scarf down her food. Her tattered robes hang to the ground about her feet. She has a mane of white-blonde fur tied in a few straggly braids with brambles of sticks and leaves throughout. Her fingers end in sharp claws that have yellowed and darkened with age. She lifts the bowl of her soup to her face to lick out the remainder of the stock.
As the Raven-haired woman starts to sing about the mage you took power too far, she shacks her head and "tsks" out loud. "Tsk, tsk, tsk. Such powers are too much for one person." She says to no one in particular.
A slender human sits in an alcove adjacent to the strange minstrel. His features are slightly regal, and a stark peppering of white streaks through his faded brown locks, windswept over his head. Several large scars line his face, and it's clear by his creases and crow's feet that time has caught up to him. His clothing is quite aged, stained silk and fibe cotton, torn and yellowed with wear and tear abound. Beneath the worn velvet mantle across his shoulder, the faint glitter of black chain peeks out around his chest.
The gentleman sits at a lone table, one leg crossed over the other, with a fine porcelain cup in hand, drinking saffron tea. A fairly imposing crossbow sits against his chair and a black whip hangs coiled to his belt. He's said but a scarce few words since arriving, but those around know enough of him by the crest of his ring. Tis the mark of a wretched family, nobility in name only. And tis the reason few care to learn more. He's quite certain if those that served him his tea hadn't feared his family's name, they likely would've poisoned or spat in it at their earliest convenience.
This strange man has no sooner finished the dregs of his tea than the stranger minstrel begins her sordid ballad. Faded green eyes peer over interlaced fingers, sharper than his initial demeanor would suggest, and he listens with growing interest. A familiar itch settles over the hairs on his arm, and he feels a sudden urge to learn more of this harrowing tale...
Having lived alone for so long, being personable with someone is difficult. But Patch is wise enough to know that change in this world cannot be accomplished by one's self. The older woman pushes back her chair and grabs the gnarled root looking staff that was previously sitting against the wall behind her. Leaning heavily on the staff she waddles her way over to the young male across the room. Anyone she looked at were engrossed in their own conversations. How is it possible that no one can hear the insistent songs of this encapsulating bard? Even her own constitution can't help but listen to the words.
She continues across the crowded common room to the young male that others seem to be avoiding. Lone souls should be lonely together.
"Hello. I can't help but notice, you are one of the only ones listening."
"Longtooth? What a lovely name. Truly lovely."she looks as though she is reminiscing for a moment, like the thought of the name brought her back to someone she knew as a child. After an expectant blank stare from the young man snaps her back to the question at hand. "I'm just a Patch of Wisdom. Many call me Patch". The name suits her as her robes are covered in random bits of fabric here and there that seem to have been used to mend holes that would've once exposed her to the elements.
Just as the neatly robed Herengon slurps his last spoonful of soup, music begins to play. The strawberry blond bunny swirls atop the bar stool, his eyes wisenening at the raven-haired entertainment.
He leans over to the blank space above the empty stool beside him “Ey, old friend, you know what they say about luck, gotta expand the field of possibilities. We should dance!”
He hops down off the stool, brushes crumbs off his light lavender threads, reaches a hand out to the thin air and proceeds to lead his incorporeal best friend and colleague to a some open space to dance. Despite not being much of a dancer.
Just as the neatly robed Herengon slurps his last spoonful of soup, music begins to play. The strawberry blond bunny swirls atop the bar stool, his eyes wisenening at the raven-haired entertainment.
He leans over to the blank space above the empty stool beside him “Ey, old friend, you know what they say about luck, gotta expand the field of possibilities. We should dance!”
He hops down off the stool, brushes crumbs off his light lavender threads, reaches a hand out to the thin air and proceeds to lead his incorporeal best friend and colleague to a some open space to dance. Despite not being much of a dancer.
Agar was holding forth on the sacrifice of the Maimed God, Ilmater, and his teachings which lived on even as clerics and their miracles faded into distant memory. Like the other gods, Ilmater has not manifested in this realm is a very long time, and the people lost faith. What a disaster that was! Not that they ceased to call Ilmater's name, but that they no longer adhered to the virtues he represented - kindness, self-sacrifice, forgiveness. His relationship with the divine was a special one. Miracles such as once were commonplace were available to him, healing and bolstering magic normally unavailable to mages, and he was sure that this fact meant that the long silence was coming to an end.
The other patrons didn't pay particular attention, which he understood. People needed to see results, not philosophy alone. They were being practical, not evil, so he forgave them. He was getting a little tired, though, having preached for a long time outside before coming inside. He took a sip of the plain water in his flagon and looked around. The bard with whose music he competed for their attention had just finished her song so he made his way over to her. With a friendly smile, he introduced himself. "Agar. What's your name?"
I have recently purchased a campaign that is meant to start players at 1st level and by the end, take them all the way up to level 20. I have put the campaign's description in the spoiler below.
Deicide is a campaign designed to begin with a party of four to six 1st-level characters, who should advance to 20th level by its conclusion.
The Gods have abandoned Faerûn. Bringing loved ones back from the dead hasn’t been done in centuries, and communion with the deities is a spiritual exercise only. Holy warriors and messengers have lost their powers and have all but completely disappeared. In this bleak world, wars are frequent, crime runs rampant, and hope has faded. Rumours are abound of a mysterious crime lord taking control of the underworld. Monsters roam the lands and every road is increasingly more dangerous. Without guidance, the many civilizations of this world are plagued by greed and corruption. The only way forward is to bring the Gods back, or to take their place in the heavens.
Deicide takes place across two islands, Aurora and Limdorkal. These landmasses are the westernmost islands of the Moonshae Isles, an archipelago located roughly 400 miles west of the region of Amn and to the southwest of the Sword Coast. Surrounding the Sea of Moonshae, these islands feature a wide array of cities, civilizations, climates, terrains, and monsters. Limdorkal is famously a harsher environment, home to exotic races, whereas Aurora is almost entirely dominated by the human kingdom. Elminster Aumar, the famous Old Mage of Faerûn, once visited these islands and claimed it surprising how such diverse environmental systems erupted here, and how varied were the people inhabiting them. While the Sword Coast is part of Faerûn, a continent of Toril in the Forgotten Realms, feel free to adapt these islands to any setting of your choice, such as Ravenloft, Eberron, Ravnica, or even on your homebrew world.
The story told here happens some hundreds of years after the beginning of 5th Edition, and the Overgod Ao is trapped inside an artifact, which limits the workings of gods around Toril. The characters will be able to learn more about the missing Gods, about a mythical folklore artifact known as the Wand of Wonders, which carries the powers of the Gods, and about the crime lord Kaiser Soze. Through their adventures, they will be able to visit other realms, planes, and dimensions, as well as come into contact with different races and civilizations. In the end, it is up to them whether to ally with the Crime Lord, and whether to release the Gods or keep their power for themselves.
I am looking for at least 4 players, max of 6, who are willing to start at 1st level, bare with me as I learn and no doubt make mistakes, and help to correct me and learn throughout the campaign. If you are interested in joining, please PM me. I will stop joining when there are 4-6 people, but I might reopen the campaign if a spot becomes available. Also I love to powergame, so if you can find a way to break the laws of the game but still are playing by the rules, I welcome and encourage it.
Videos that show OP builds
https://www.youtube.com/shorts/hJlPf_4qKus
https://www.youtube.com/shorts/pzqXNHF3IDM
https://www.youtube.com/shorts/Hk5pUWrlOXk
https://www.youtube.com/shorts/tv2tyVc5RLo
https://www.youtube.com/shorts/tH0UnmUDj5M
https://www.youtube.com/shorts/O4RNNm3HUDo
https://www.youtube.com/shorts/fc713Sv8A44
If you want more, just watch his videos.
Joined:
AlterEgo5
Lambastard_13
ikarbino
YorrickThePoet
Watcher8
Ursus_the_Grim
Kirby121
TylerTheCreator777
Pronouns: She/Her
Gender: Nonbinary Female, 1/3 human, 1/3 feline, 1/3 dragon
Mentally and emotionally unstable, anorexic, autism, ADHD, anger issues
Fifty years ago, the village of Havehollow was the home of a wizard known as Astabar, the Experimenter. Astabar came into possession of a Wand of Wonder, and brought it to his manor. One of his experiments went horribly wrong, and Astabar turned into an abomination, surviving in order to keep working on his experiments with the wand. Through it, he created a ritual to trap living creatures in in his manor - should they die within its grounds, their souls would be trapped there forever. His ultimate goal is to gather enough souls to conduct a demonic ritual and create a new human body for himself. The trapped souls have no power to fight back, are tortured by Astabar if they disobey him, and fear him terribly. The manor looked abandoned and over the years gained notoriety for the many strange occurrences that took place on its grounds. The folk of Havehollow avoid the place at all cost. On occasion the stories attracted adventurers looking to explore the manor and reclaim any magic left behind. One of these adventuring parties included a young bard by the name of Rivana Greywire. Exploring the manor was her first real adventure, and her last. Her fellow adventures were killed by Astabar and his imp familiar, and she ended her own life out of fear. Her soul was trapped by Astabar in his manor, and she is now forced to go to Havehollow and lure other adventurers there, so that Astabar can collect their souls as well. Once you enter the manor, you will be trapped inside. In order to escape, you must find a way to cancel the magic zone of weirdness created by the Wand of Wonder. In addition to the strange effects of the wand, Astabar’s familiar will do everything in his power to hinder you, and Astabar himself will eventually arrive back to the manor and roam the hallways, slowly chasing you until he can kill. It is obvious that Astabar is too strong to be fought head-on, and you must instead use your cunning and wittiness to explore the manor without being caught. Good luck.
Pronouns: She/Her
Gender: Nonbinary Female, 1/3 human, 1/3 feline, 1/3 dragon
Mentally and emotionally unstable, anorexic, autism, ADHD, anger issues
You have few complaints this night as you rest in the common room of the Crooked Crow Inn. While winter has passed, the night air carries enough of a chill to make any hearth a welcome sight. The village of Havehollow is typical for this part of the realm. Livelihoods are made from farming and livestock with a few merchants and the Inn catering to travelers along the Baron’s Road. You are surrounded by good folk who know that hard work is what’s needed to make it through harsh times. As you fnish your meal you notice a raven haired woman walk to the front of the common room with a lyre in hand. She plucks a few practice cords then breaks out into song. The song tells of a mage known as Astabar who experimented with the mysterious Wand of Wonder, with catastrophic results.
Pronouns: She/Her
Gender: Nonbinary Female, 1/3 human, 1/3 feline, 1/3 dragon
Mentally and emotionally unstable, anorexic, autism, ADHD, anger issues
A rough looking older woman with feline features sits quietly as far from the crowds as possible. She looks around warily at the people in the inn, but continues to scarf down her food. Her tattered robes hang to the ground about her feet. She has a mane of white-blonde fur tied in a few straggly braids with brambles of sticks and leaves throughout. Her fingers end in sharp claws that have yellowed and darkened with age. She lifts the bowl of her soup to her face to lick out the remainder of the stock.
As the Raven-haired woman starts to sing about the mage you took power too far, she shacks her head and "tsks" out loud. "Tsk, tsk, tsk. Such powers are too much for one person." She says to no one in particular.
A slender human sits in an alcove adjacent to the strange minstrel. His features are slightly regal, and a stark peppering of white streaks through his faded brown locks, windswept over his head. Several large scars line his face, and it's clear by his creases and crow's feet that time has caught up to him. His clothing is quite aged, stained silk and fibe cotton, torn and yellowed with wear and tear abound. Beneath the worn velvet mantle across his shoulder, the faint glitter of black chain peeks out around his chest.
The gentleman sits at a lone table, one leg crossed over the other, with a fine porcelain cup in hand, drinking saffron tea. A fairly imposing crossbow sits against his chair and a black whip hangs coiled to his belt. He's said but a scarce few words since arriving, but those around know enough of him by the crest of his ring. Tis the mark of a wretched family, nobility in name only. And tis the reason few care to learn more. He's quite certain if those that served him his tea hadn't feared his family's name, they likely would've poisoned or spat in it at their earliest convenience.
This strange man has no sooner finished the dregs of his tea than the stranger minstrel begins her sordid ballad. Faded green eyes peer over interlaced fingers, sharper than his initial demeanor would suggest, and he listens with growing interest. A familiar itch settles over the hairs on his arm, and he feels a sudden urge to learn more of this harrowing tale...
(can you give me an Insight check please. also a seperate Perception check while you are at it. both of you please)
Pronouns: She/Her
Gender: Nonbinary Female, 1/3 human, 1/3 feline, 1/3 dragon
Mentally and emotionally unstable, anorexic, autism, ADHD, anger issues
Perception: 7
Insight: 3
you notice that everyone is staring at you as you mistook a cushion for a bar stool
Pronouns: She/Her
Gender: Nonbinary Female, 1/3 human, 1/3 feline, 1/3 dragon
Mentally and emotionally unstable, anorexic, autism, ADHD, anger issues
Perception: 24
Insight: 22
You see a youngish male sitting off to the side but people seem to be avoiding him. Also as you watch the Bard, nobody else seems to be noticing her
Pronouns: She/Her
Gender: Nonbinary Female, 1/3 human, 1/3 feline, 1/3 dragon
Mentally and emotionally unstable, anorexic, autism, ADHD, anger issues
((Does the young male also notice the bard?))
(yes)
Pronouns: She/Her
Gender: Nonbinary Female, 1/3 human, 1/3 feline, 1/3 dragon
Mentally and emotionally unstable, anorexic, autism, ADHD, anger issues
Having lived alone for so long, being personable with someone is difficult. But Patch is wise enough to know that change in this world cannot be accomplished by one's self. The older woman pushes back her chair and grabs the gnarled root looking staff that was previously sitting against the wall behind her. Leaning heavily on the staff she waddles her way over to the young male across the room. Anyone she looked at were engrossed in their own conversations. How is it possible that no one can hear the insistent songs of this encapsulating bard? Even her own constitution can't help but listen to the words.
She continues across the crowded common room to the young male that others seem to be avoiding. Lone souls should be lonely together.
"Hello. I can't help but notice, you are one of the only ones listening."
"my name is Longtooth. whats yours?"
Pronouns: She/Her
Gender: Nonbinary Female, 1/3 human, 1/3 feline, 1/3 dragon
Mentally and emotionally unstable, anorexic, autism, ADHD, anger issues
"Longtooth? What a lovely name. Truly lovely." she looks as though she is reminiscing for a moment, like the thought of the name brought her back to someone she knew as a child. After an expectant blank stare from the young man snaps her back to the question at hand. "I'm just a Patch of Wisdom. Many call me Patch". The name suits her as her robes are covered in random bits of fabric here and there that seem to have been used to mend holes that would've once exposed her to the elements.
"nice to meet you Patch." The Bard comes over, "spare a few coins for a drink?"
Pronouns: She/Her
Gender: Nonbinary Female, 1/3 human, 1/3 feline, 1/3 dragon
Mentally and emotionally unstable, anorexic, autism, ADHD, anger issues
Just as the neatly robed Herengon slurps his last spoonful of soup, music begins to play. The strawberry blond bunny swirls atop the bar stool, his eyes wisenening at the raven-haired entertainment.
He leans over to the blank space above the empty stool beside him “Ey, old friend, you know what they say about luck, gotta expand the field of possibilities. We should dance!”
He hops down off the stool, brushes crumbs off his light lavender threads, reaches a hand out to the thin air and proceeds to lead his incorporeal best friend and colleague to a some open space to dance. Despite not being much of a dancer.
(Insight and Perception check please)
Pronouns: She/Her
Gender: Nonbinary Female, 1/3 human, 1/3 feline, 1/3 dragon
Mentally and emotionally unstable, anorexic, autism, ADHD, anger issues
Agar was holding forth on the sacrifice of the Maimed God, Ilmater, and his teachings which lived on even as clerics and their miracles faded into distant memory. Like the other gods, Ilmater has not manifested in this realm is a very long time, and the people lost faith. What a disaster that was! Not that they ceased to call Ilmater's name, but that they no longer adhered to the virtues he represented - kindness, self-sacrifice, forgiveness. His relationship with the divine was a special one. Miracles such as once were commonplace were available to him, healing and bolstering magic normally unavailable to mages, and he was sure that this fact meant that the long silence was coming to an end.
The other patrons didn't pay particular attention, which he understood. People needed to see results, not philosophy alone. They were being practical, not evil, so he forgave them. He was getting a little tired, though, having preached for a long time outside before coming inside. He took a sip of the plain water in his flagon and looked around. The bard with whose music he competed for their attention had just finished her song so he made his way over to her. With a friendly smile, he introduced himself. "Agar. What's your name?"
The Herengon twirls with a non-existent partner.
Perception:8
Insight:13