Game: D&D 5e Group type: Online Experience: New / a few years / veteran Timezone: EST Schedule: Friday 8 pm starting in April Roles sought: 1 more Player to round out a group Game style: Lighthearted but not shallow, with a good mixture of adventures and roleplay.
It has been over ten thousand years since the Descent. Ten thousand years since the elements went mad and civilization teetered on the brink of destruction. Ten thousand years since the great beast Sydeir swallowed the peoples of the world, so that they might survive in the depths of its belly.
Ten thousand years is a long time - long enough for memory to become story, story to become legend, and legend to become myth. This is your world - one of yawning caverns and labyrinthian tunnels, a world where the sky and sun and moons are ancient myths. This is the Venterlands.
Premise
Located on the ragged edge of the Venterlands, Tellssend is a frontier boomtown - a place of opportunity and hardship. Unfortunately, the local adventures’ guild has seen a lot more of the latter than the former. But, hope is not lost. The guildmaster has just recruited a fresh group of adventurous souls, each one prepared to brave the upper caverns in search of fame, fortune, and the ever-elusive “surface world.”
Structure
Less like LotR and more like Star Trek: TNG. Less a monolithic, world-saving epic, and more a series of self-contained adventures with a cast of recurring friends and foes.
As members of the adventurers’ guild, the player characters will pursue a variety of quests: solving mysteries, rescuing civilians, exploring strange places, retrieving items, killing monsters, etc. They will have the opportunity to improve the guild’s fortunes - and upgrade its facilities and influence.
Schedule
This part is harder. In an ideal world, I would like to start a weekly game mid April. I would be looking at Friday night, starting at 8 pm eastern time. Sessions planned to last 3 to 4 hours. We will be using Roll20 and Discord.
Characters
Mercenaries, pioneers, adventurers! Whether they are running from something or simply running toward adventure, fame, and fortune, they have all found themselves on the edge of civilization.
Since the Venterlands is a world of darkness, ALL player characters in the campaign will gain the sunlight sensitivity trait, and ALL player characters will benefit from darkvision. In addition, the Venterlands are not home to every race published by WotC, though many are still present. The world document (linked above) has a detailed list of races.
If you have ever wanted to play an Underdark race or monstrous race, this is a great opportunity to do so! The world document (linked above) has further information on the unique cultures and nations of the Venterlands.
The goal for the campaign is a story low on drama but high on humor, quirkiness, and exaggerated characters. Keep that in mind!
Game: D&D 5e
Group type: Online
Experience: New / a few years / veteran
Timezone: EST
Schedule: Friday 8 pm starting in April
Roles sought: 1 more Player to round out a group
Game style: Lighthearted but not shallow, with a good mixture of adventures and roleplay.
Check out the World Document Here
Apply on Roll20 Here
Sydeir: In the Belly of the Beast
Setting
It has been over ten thousand years since the Descent. Ten thousand years since the elements went mad and civilization teetered on the brink of destruction. Ten thousand years since the great beast Sydeir swallowed the peoples of the world, so that they might survive in the depths of its belly.
Ten thousand years is a long time - long enough for memory to become story, story to become legend, and legend to become myth. This is your world - one of yawning caverns and labyrinthian tunnels, a world where the sky and sun and moons are ancient myths. This is the Venterlands.
Premise
Located on the ragged edge of the Venterlands, Tellssend is a frontier boomtown - a place of opportunity and hardship. Unfortunately, the local adventures’ guild has seen a lot more of the latter than the former. But, hope is not lost. The guildmaster has just recruited a fresh group of adventurous souls, each one prepared to brave the upper caverns in search of fame, fortune, and the ever-elusive “surface world.”
Structure
Less like LotR and more like Star Trek: TNG. Less a monolithic, world-saving epic, and more a series of self-contained adventures with a cast of recurring friends and foes.
As members of the adventurers’ guild, the player characters will pursue a variety of quests: solving mysteries, rescuing civilians, exploring strange places, retrieving items, killing monsters, etc. They will have the opportunity to improve the guild’s fortunes - and upgrade its facilities and influence.
Schedule
This part is harder. In an ideal world, I would like to start a weekly game mid April. I would be looking at Friday night, starting at 8 pm eastern time. Sessions planned to last 3 to 4 hours. We will be using Roll20 and Discord.
Characters
Mercenaries, pioneers, adventurers! Whether they are running from something or simply running toward adventure, fame, and fortune, they have all found themselves on the edge of civilization.
Since the Venterlands is a world of darkness, ALL player characters in the campaign will gain the sunlight sensitivity trait, and ALL player characters will benefit from darkvision. In addition, the Venterlands are not home to every race published by WotC, though many are still present. The world document (linked above) has a detailed list of races.
If you have ever wanted to play an Underdark race or monstrous race, this is a great opportunity to do so! The world document (linked above) has further information on the unique cultures and nations of the Venterlands.
The goal for the campaign is a story low on drama but high on humor, quirkiness, and exaggerated characters. Keep that in mind!
Hello! you're still looking for that 1 player?