Game: D&D 5e Group type: Online Experience: New and experienced players welcome Game style: Balanced between combat, role-playing and exploration with a high fantasy Campaign: Tomb Of Annihilation, Forgotten Doom Realm, Dragonlance Date/Time: Weekly sessions Tuesday & Friday & Sunday Place: Virtual tabletop on Roll20, voice chat Discord Duration: Sessions last 3-4 hours Payment: $12 to 15 per player per session via PayPal Seats Available: 1 to 2 seats
The Cataclysm ushered in a period of chaos. During the next three centuries, known as the Time of Darkness, cultures and ecologies were radically altered, causing famine, plague, and mass migrations. The Knights of Solamnia, the champions who might’ve kept Ansalon united, were distrusted as former allies of Istar and persecuted across the continent, even in Solamnia.
The elven nations shut their borders. The Dwarves of Thorbardin withdrew to their deep tunnels, refusing entrance to refugees from the surface. Many societies turned on one another or fell to disease and war. Nations of Hobgoblins and ogres spread, capitalizing on humanity’s decline and claiming whole Regions. Much that survived the Cataclysm was lost in Darkness.
At length, the worst Effects of the Disaster waned. Though many elves and Mountain Dwarves remained reclusive, other cultures tentatively rebuilt. Explorers ventured forth to map the drastically altered continent. Societies reestablished bonds of trade that united and diversified them.
As the civilizations of Krynn rebuilt, and new societies arose, the world learned to live with a jarring truth: the gods were truly gone. Religion on Krynn was altered forever. True clerics, who once worked Miracles on behalf of their gods, had vanished. While some people remained devout, many others turned to false religions in Search of answers and comfort. Some of these new faiths were founded by charlatans, others by zealots. Some claimed the names of the gods, others dismissed them entirely. In this radically changed world bereft of immortal Insight, truth became Subject to conjecture, even among Krynn’s most dedicated scholars.
The War Begins a new age
The Dragon Queen’s conquest of Ansalon has begun. The eastern half of the continent has already fallen, and the Red Dragon Army has tested its forces against isolated and fractious lands. The Dragon Army now turns its attention to the west—to the land of Solamnia, a nation known as the home of knights and heroes. Now, the true war begins.
Tomb of annihilation 8 to 11pm Tuesday, 12.00 dollars
Welcome to Chult
Except for a few coastal settlements, Chult is untamed tropical wilderness: dense jungles and snaky rivers ringed by mountains, volcanoes, and sheer escarpments. Walls of mountains to the west, south, and east shield the interior from the sea and from the view of sailors. The rivers are so sluggish that it can be difficult determining which direction is upstream and which is down. The rivers pick up speed only where they thunder down through steep-sided gorges.
The safest entry points into this overgrown realm (“safest” is a relative term in this context) are on the north and east. The coast from the Bay of Chult to Refuge Bay offers beaches on which to embark into the uncharted jungle. Along the entire coast, the Bay of Chult is the only spot where travelers can find welcoming civilization. The rest of the peninsula is a breeding ground for bloodsucking, disease-bearing insects, monstrous reptiles, carnivorous birds, and beasts of every variety, and murderous undead. The farther one moves from the coast, the more humid, hot, and inhospitable the land becomes.
Weather
Chult is hot, humid, and rainy throughout the year. The temperature regularly climbs as high as 95 degrees F (35 degrees C) during the day and seldom falls below 70 degrees F (20 degrees C) even at night. A day without rain is rare, but rain varies from a steady mist to drenching downpours.
Doom Forgotten Realm 8 to 11pm Friday 15.00 Dollars
Imagine a world where Tiamat was summoned successfully. Where the Princes of Elemental Evil tread unfettered. Where Demogorgon prowls the Underdark with the Wand of Orcus, leaving an army of undead in his wake. Where the storm giants have been cast to the bottom of the Ordning. Where Baldur's Gate has been banished to the Nine Hells. . . . Imagine a world where good has lost and evil prevailed. The Sword Coast has been divvied up by the Zhentarim, the mountain giants of Grudd Haug, the Cult of the Dragon, and many other sinister factions. But above them all looms the Archlich Vecna, who has orchestrated or exploited a series of ever-escalating calamities to conquer the very Realms themselves. Will your players rise to the challenge? Or, will they too, fall before the might of Vecna?
Game: D&D 5e
Group type: Online
Experience: New and experienced players welcome
Game style: Balanced between combat, role-playing and exploration with a high fantasy
Campaign: Tomb Of Annihilation, Forgotten Doom Realm, Dragonlance
Date/Time: Weekly sessions Tuesday & Friday & Sunday
Place: Virtual tabletop on Roll20, voice chat Discord
Duration: Sessions last 3-4 hours
Payment: $12 to 15 per player per session via PayPal
Seats Available: 1 to 2 seats
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Dragonlance 12 to 3pm Sunday 15.00 dollars
After The Cataclysm
The Cataclysm ushered in a period of chaos. During the next three centuries, known as the Time of Darkness, cultures and ecologies were radically altered, causing famine, plague, and mass migrations. The Knights of Solamnia, the champions who might’ve kept Ansalon united, were distrusted as former allies of Istar and persecuted across the continent, even in Solamnia.
The elven nations shut their borders. The Dwarves of Thorbardin withdrew to their deep tunnels, refusing entrance to refugees from the surface. Many societies turned on one another or fell to disease and war. Nations of Hobgoblins and ogres spread, capitalizing on humanity’s decline and claiming whole Regions. Much that survived the Cataclysm was lost in Darkness.
At length, the worst Effects of the Disaster waned. Though many elves and Mountain Dwarves remained reclusive, other cultures tentatively rebuilt. Explorers ventured forth to map the drastically altered continent. Societies reestablished bonds of trade that united and diversified them.
As the civilizations of Krynn rebuilt, and new societies arose, the world learned to live with a jarring truth: the gods were truly gone. Religion on Krynn was altered forever. True clerics, who once worked Miracles on behalf of their gods, had vanished. While some people remained devout, many others turned to false religions in Search of answers and comfort. Some of these new faiths were founded by charlatans, others by zealots. Some claimed the names of the gods, others dismissed them entirely. In this radically changed world bereft of immortal Insight, truth became Subject to conjecture, even among Krynn’s most dedicated scholars.
The War Begins a new age
The Dragon Queen’s conquest of Ansalon has begun. The eastern half of the continent has already fallen, and the Red Dragon Army has tested its forces against isolated and fractious lands. The Dragon Army now turns its attention to the west—to the land of Solamnia, a nation known as the home of knights and heroes. Now, the true war begins.
=====================================================================================================================================================
Tomb of annihilation 8 to 11pm Tuesday, 12.00 dollars
Welcome to Chult
Except for a few coastal settlements, Chult is untamed tropical wilderness: dense jungles and snaky rivers ringed by mountains, volcanoes, and sheer escarpments. Walls of mountains to the west, south, and east shield the interior from the sea and from the view of sailors. The rivers are so sluggish that it can be difficult determining which direction is upstream and which is down. The rivers pick up speed only where they thunder down through steep-sided gorges.
The safest entry points into this overgrown realm (“safest” is a relative term in this context) are on the north and east. The coast from the Bay of Chult to Refuge Bay offers beaches on which to embark into the uncharted jungle. Along the entire coast, the Bay of Chult is the only spot where travelers can find welcoming civilization. The rest of the peninsula is a breeding ground for bloodsucking, disease-bearing insects, monstrous reptiles, carnivorous birds, and beasts of every variety, and murderous undead. The farther one moves from the coast, the more humid, hot, and inhospitable the land becomes.
Weather
Chult is hot, humid, and rainy throughout the year. The temperature regularly climbs as high as 95 degrees F (35 degrees C) during the day and seldom falls below 70 degrees F (20 degrees C) even at night. A day without rain is rare, but rain varies from a steady mist to drenching downpours.
==============================================================================================================================================
Doom Forgotten Realm 8 to 11pm Friday 15.00 Dollars
Imagine a world where Tiamat was summoned successfully. Where the Princes of Elemental Evil tread unfettered. Where Demogorgon prowls the Underdark with the Wand of Orcus, leaving an army of undead in his wake. Where the storm giants have been cast to the bottom of the Ordning. Where Baldur's Gate has been banished to the Nine Hells. . . . Imagine a world where good has lost and evil prevailed. The Sword Coast has been divvied up by the Zhentarim, the mountain giants of Grudd Haug, the Cult of the Dragon, and many other sinister factions. But above them all looms the Archlich Vecna, who has orchestrated or exploited a series of ever-escalating calamities to conquer the very Realms themselves. Will your players rise to the challenge? Or, will they too, fall before the might of Vecna?
=====================================================================================================================================================
Tomb of annihilation 8 to 11pm Tuesday, 12.00 dollars, still has one slot available tonight!