Game: Homebrewed D&D 5e Group type: Online, using Foundryvtt and discord. Experience: Nearly 4 years of experience in DMing DND 5e. Location/Timezone: EST Schedule: Weekly, Monday game at 6:00-9:00 PM EST between the dates of June 5th and August 25th. (Possible for campaign to be continued after summer if the party is interested.) Roles sought: 1/6 Players, 18+, LGBTQIA and new players welcome. Game style:I like a roleplay heavy game, I try to make my players feel powerful while keeping combat challenging.
This is a game where you will take the reigns of Goblins as they spread out and attempt to survive in the newly founded village of Underbranch, located in Willowbranch Woods. Surrounded on all sides by possible foes, choices will need to be made on how to keep the village and Gobbos safe.
This will be a campaign set in a homebrew world, of my design called Helonde. Worldbuilding and roleplay are going to be the focus, but there will be a moderate amount of combat and base-building as well.
There are going to be plenty of homebrew subclasses as well as a couple classes. Goblinoid races only, with some thematic alterations to fit in to the setting.
Session 0 will be used as an introduction to the setting, determining lines and veils, discussing some of the homebrew used, as well as a portion of time dedicated to character creation.
Why Goblins? The goblin races once played a major role on the continent of Tumunzar. I felt that a good introduction to the world might be through the eyes of a people that have seen the best and worst of it.
Are all Goblinoid race available? Goblins, Hobgoblins, and Bugbears are included.
What would the general expected alignment range of the group be? I think I play fast and loose with alignments. In general, you are playing a neutral-good alignment, at least in respects to goblin culture. As long as the player goblins are working together as a team and acting in the best interests of the tribes survival, then I will be happy. A little goblin chaos is to be expected though.
What is the technology level of the world?In the country of Tumunzar there are varying levels of technological advancement, with gnomes moving in the more technological "magitek" sense and Elves moving in a more advancement-through-magic direction. Goblins have
Does black powder and/or do early firearms exist? Yes, but it is extremely rare, especially on Tumunzar.
What would be the starting level?/What level do you think the party would be at when the campaign concludes? I am considering starting at level 3 currently, so that people can have their subclasses already when we begin. My idea is that we could get to level 9 or 10 by the ending of the campaign, but I am open minded about stopping short of that or going beyond it.
Game: Homebrewed D&D 5e
Group type: Online, using Foundryvtt and discord.
Experience: Nearly 4 years of experience in DMing DND 5e.
Location/Timezone: EST
Schedule: Weekly, Monday game at 6:00-9:00 PM EST between the dates of June 5th and August 25th. (Possible for campaign to be continued after summer if the party is interested.)
Roles sought: 1/6 Players, 18+, LGBTQIA and new players welcome.
Game style: I like a roleplay heavy game, I try to make my players feel powerful while keeping combat challenging.
This is a game where you will take the reigns of Goblins as they spread out and attempt to survive in the newly founded village of Underbranch, located in Willowbranch Woods.
Surrounded on all sides by possible foes, choices will need to be made on how to keep the village and Gobbos safe.
This will be a campaign set in a homebrew world, of my design called Helonde.
Worldbuilding and roleplay are going to be the focus, but there will be a moderate amount of combat and base-building as well.
There are going to be plenty of homebrew subclasses as well as a couple classes. Goblinoid races only, with some thematic alterations to fit in to the setting.
Payments will be made through StartPlaying: https://startplaying.games/gm/whateverimmike at $10 a session (with a free session 0).
Session 0 will be used as an introduction to the setting, determining lines and veils, discussing some of the homebrew used, as well as a portion of time dedicated to character creation.
I may be interested.
Why Goblins? Are all Goblinoid race available? What would the general expected alignment range of the group be?
What is the technology level of the world? Does black powder and/or do early firearms exist?
What would be the starting level? What level do you think the party would be at when the campaign concludes?
Thank you.
Why Goblins? The goblin races once played a major role on the continent of Tumunzar. I felt that a good introduction to the world might be through the eyes of a people that have seen the best and worst of it.
Are all Goblinoid race available? Goblins, Hobgoblins, and Bugbears are included.
What would the general expected alignment range of the group be? I think I play fast and loose with alignments. In general, you are playing a neutral-good alignment, at least in respects to goblin culture. As long as the player goblins are working together as a team and acting in the best interests of the tribes survival, then I will be happy. A little goblin chaos is to be expected though.
What is the technology level of the world? In the country of Tumunzar there are varying levels of technological advancement, with gnomes moving in the more technological "magitek" sense and Elves moving in a more advancement-through-magic direction. Goblins have
Does black powder and/or do early firearms exist? Yes, but it is extremely rare, especially on Tumunzar.
What would be the starting level?/What level do you think the party would be at when the campaign concludes? I am considering starting at level 3 currently, so that people can have their subclasses already when we begin. My idea is that we could get to level 9 or 10 by the ending of the campaign, but I am open minded about stopping short of that or going beyond it.