Game: D&D 5e Group type: Online Experience: Five years Location/Timezone: Central Mountain Time [CMT] Schedule: I am looking to fill games on Mondays 11pm and Thursdays 11 pm. Roles sought: Up to 6 player sought. Game style: I am a imaginative DM. I love learning all the lore and backstories of my players and finding fun ways to incorporate them into the modules I play. I use Modules for the wide variety of online tools available through above VTT. I am great and adding to the lore for players as well as adlibbing personalities to NPCs. I love doing all sorts of voiceovers for different characters and run the gambit from silly to dramatic based on the game preference of the players. I love to encourage player interactions and help the personalities of the characters shine through interaction. I use a wide variety of gaming OSTs for background music and make personal playlists to the session!
I would like to start at $5 per session as I have not been doing this professionally for long but rest assured I am the forever DM for my friend groups and would love to branch out and possible become your forever DM too!
I love to draw as well. So after 5 sessions with your group I will be doing free character art for your Character in this session! I use Above VTT and Discord to run my games and have access to all the core books for full character creation. As well as add free playlists through Youtube Premium! If interested please message me here or over on my Discord! My user name is: kudo0529
Session 0 is always free as we need a space to decide what everyone wants to play! Stay tuned for Synopsis of each module and starting hooks!
(back of the book) - The first signs are always small: bandits on the roads, pirates on the Dessarin River, Monster Sightings throughout the Sumber Hills - all too close to the lands of the civilized folk.
To top things off, a delegation from the dwarven city of Mirabar has gone missing. Are these events all some bizarre coincidence, or is there a deeper reason behind them?
Working through it's prophets, The Elder Elemental Eye has emerged to spread chaos across the Forgotten Realms. How will the adventurers prevent absolute devastation?
Adventure hooks - These are all designed for starting at level 3 if everyone agrees to start there during session Zero, these are all ways that your character could be tied to the story but no necessarily the only options! If you have other idea, feel free to discuss during session 0 with me.
Best Served Cold - The character must find and defeat Windharrow, the minstrel who attends Aerisi Kalinoth. Most members of the air cute know that he stays near Aerisi. The character earns inspiration for reaching the air temple, and again for defeating Windharrow.
Dangerous Information - It's a race against time! The character overheard cruel bandits planning a raid and intends to stop them. The bandits report to someone named Grimjaw in a place called the Rivergard Keep. The character earns inspiration for defeating the "Reaver Ambush" encounter and again for defeating Grimjaw.
Dangerous Secret - The character has been assigned to infiltrated the mysterious Druids of the Circle of the Scarlet Moon and discover their true plans. The circle supposedly knows ritual magic unknown to other druids. The character gains inspiration for discovering the truth behind the Rite of the Wicker Giant and again for finding the fire gate in the Weeping Colossus.
Dark Omens - The signs and the portents are clear: nature is out of balance. Terrible disaster is drawing closer with every passing day. To restore the balance of nature, the character must destroy the four elemental nodes, The character gains inspiration for each portal the party closes.
Defeat the Skyriders - Vicious raiders mounted on hippogriffs have laid waste to several small hamlets and merchant caravans, and the character has sworn to stop them. Clearing the Howling Hatred cultists out of the Feather Gale Spire earns the character inspiration, as does obtaining a flying mount.
Feathergale Rebel - The character has been sent to retrieve a Waterdhavian noblewomen. Savra Belabranta is currently guarding the front gate of Feathergale Spire. The character earns inspiration by persuading her to abandon the cult and return home, as well as for clearing the spire of Air Cultists.
The Fugitive - The character is on the trail of a ruthless murderer, Bastian Thermandar. Bastian is an important member of the fire cult and can be found in the Temple of Eternal Flame. The character earns inspirations for reaching the fire temple and again for defeating Bastian.
Hired Hand - Homesteaders who were kind to itinerant workers are now missing. The character sets out to have revenge and to rescue any survivors. Defeating the Kenku in the Temple of Howling Hatred grants the character inspiration. As does rescuing Bero Gladham or Nerise Gladham in the Howling Caves.
Madman at Haunted Keep - The character knows that unsavory sorts have occupied the Rivergard Keep, and that there's a secret way into the castle. Using the secret entrance earns inspiration, as does clearing the Crushing Wave cultists out of Rivergard Keep.
The Mud Sorcerer - Months ago, the character was robbed by a genasi who killed several innocent bystanders. Now it's time to find Miraj Vizann and make him pay. Vizann can normally be found in the Temple of Black Earth. Gain inspiration by reaching the temple and again after killing Miraj.
Ominous Dream - The character has seen the earth prophet, Marlos Urnrayle, in dreams and knows that Marlos is a dangerous villain who must be stopped. The character earns inspiration for gaining access to the earth temple and again for defeating Marlos.
Recover Your Sword - Thugs associated with the water cult broke into the workshop where the character apprenticed, murdered the master smith, and stole the beautiful sword she'd made. The character earns inspiration for defeating Grimjaw and again for recovering the sword in the Temple of the Crushing Wave.
Rescue Your People - Raiders from the fire cult have abducted people the character feel responsible for protecting. They must be rescued at any cost. The captives are being held in the Temple of the Eternal Flame. The character earns inspiration for reaching the temple and again for getting the captives to safety.
Seeking Revenge - Fire cultists torched the character's home or razed their defenseless village. The character is sworn to stop them. The character earns inspiration for defeating Lyzzie Calderos in the Temple of the Eternal Flame and again for defeating Vanifer.
Settle A Score - Marauders in stony armor robbed the character's friends or family and left the character for dead. Now it's time to even the score. The character earns inspiration for defeating the Black Earth cultists of the Sacred Stone Monastery. And again for defeating Hedorm in the Temple of Black Earth.
Shatterkeel's Trail - Months ago, Gar Skatterkeel destroyed the character's ship by conjuring a powerful storm. Dozens of sailors died, and now the character intends revenge. The character earns inspiration for reaching the water temple and again for defeating Gar.
Standing Offer - Months ago, the character served as a guide for a ban of mysterious pilgrims who set out to reoccupy the Sacred Stone Monastery. The character's mission is to infiltrate the group and discover their intentions. The character earns inspiration for successfully joining the earth cult and the monastery and again for surviving an encounter with Renwick.
Strange Map - An ancient map has come into the character's possession, showing the location of a forgotten dwarf stronghold beneath the Sumber Hills. The character earns inspiration for each time he or she discovers one of the four temples in ancient Tyar-Besil.
Suspicious Fellow - The character becomes suspicious of Thurl Merosska, a knight of the Feathergale Society, and decides to investigate. Thurl is normally found in the Feathergale Spire. The character earns inspiration for defeating Thurl and again for discovering the Temple of Howling Hatred.
Undercover - The character is tasked to break up a smuggling and piracy ring on the Dessarin River headquartered at Rivergard Keep. The character earns inspiration for successfully joining the water cult at Rivergard Keep and again for defeating Shoalar Quanderil
Walked away - The character was briefly recruited by the fire cultists but never took up arms with them. Now the character wants to stop the villains before they give all mercenaries a bad name. The character earns inspiration for clearing out Scarlet Moon Hall and again reaching the Temple of Eternal Flame.
Factions are like political parties, religious organizations, or secret societies. Players can choose a connections to one of the five factions: The Harpers, The Order of the Gauntlet, The Emerald Enclave, The Lords' Alliance, and The Zhentarim. All five Factions have their own reasons for opposing the spread of Elemental Evil. However, none fully comprehend the gravity of the threat at the adventure's start.
You can make the characters' connections to their factions as complex as you like. The Harpers and the Emerald Enclave operate on personal relationships, so the characters might have met their contacts before the adventure starts. The Lords' Alliance and the Zhentarim, on the other hand, have an elaborate system of pass phrases and secret signs that identify their agents to one another.
The Harpers
A scattered network of spellcasters and spies, The Harpers advocate equality and covertly oppose the abuse of power, magical or otherwise. Agents operate in secret and emphasize stealth and subtlety, or at the very least, discretion. Bards and wizards are their most prominent members.
Harpers operate in small cells throughout the North. One is based in Triboar: Darathra Shendrel, the Lore Protector, belongs to the faction, and Harper agents can find welcome at the Home of the Boars.
Another cell in the properous trade center of Yartar monitors traffic in the Dessarin Valley and the actions and policies of the city's Waterbaron. The Harpers work to maintain the balance of power between the various groups competing to influence the city. In the Sumber Hills, the Harpers warn travelers and adventurers to stay clear of Rundreth Manor and the Dark Lady who dwells there. Harpers also watch the ruined Halls of the Hunting Axe.
The Order Of The Gauntlet
This faction is primarily a military organizations made up of paladins, clerics, and monks. Members of the order are faithful and vigilant seekers of justice who protect others from the depredations of evildoers. They exact swift retribution against those who violate the law.
Atop a high crest in the Sumber Hills stands Summit Hall, home to the Knights of Samular. This venerable order of paladins of Tyr strives to promote justice in the savage North. The order of the Gauntlet hopes to expand it's influence in the region by joining the Knights to it's cause.
In the wester Sumber Hills, the order has little political influence. It hopes to correct this weakness by establishing alliances with local leaders who share it's goals, suck as the Waterbaron of Yartar. The order is even pursuing negotiations with fringe organizations.
The Emerald Enclave
This widespread group of wilderness survivalists preserves the natural order while rooting out unnatural threats. Many of the Enclave's members are barbarians, druids, and rangers. Some wander the untamed lands while others make their homes on the outskirts of towns and villagers, where they help to protect travelers from the dangers of the wild.
The Enclave's greatest stronghold in the region is the fortified farm and abbey to Chauntea called Goldenfields. Abbot Ellardin Darovik is a senior agent of the Emerald Enclave. In the High Forest to the east lies Shadowtop Cathedral, another of the enclave's meeting places.
The Lords' Alliance
The Lords' Alliance is a shaky compact of aggressive political powers concerned with mutual security and prosperity. Fighters and sorcerers are prevalent among alliance agents, and they are often glory hounds seeking personal recognition. Most agents are lawful or neutral; in the courtly circles of the lords, those who don't follow the rules seldom last long.
Trade along rivers and roads links the cities of the Lords' Alliance, so its operatives eliminate threats to that trade as soon as they appear. Located at the confluence of the Dessarin and Surbrin rivers, Yartar is a prosperous center of commerce. Various groups vie to control it's wealth and influence it's trade. The Waterbaron of Yartar, Nestra Ruthiol, is a member of The Lords' Alliance, and her decisions affect the politics of not only her city but the other cities of the region.
The Zhentarim
This shadow network seeks to expand it's influence and power base throughout Faerun. It's members coerce, persuade, or buy their way into every major area of influence. Rogues and warlocks fill the Zhentarim's ranks, but the faction recruits any who can conduct it's business without too many moral reservations.
Zhentarim operatives might be found in any settlement, but in the North the organization is based in the Bargewright Inn. Zhetarim mercenaries and spies meet within it's many private chambers. The black Network disguises its ownership of the in to avoid unwanted attention. The organization also has a vested interest in maintaining the prosperity of Yartar.
Alright, I have 4 for Princes of the Apocalypse! I will be doing that campaign Mondays from 11pm to 2/3am! I have room in my schedule to run one more module so I would also like to find anyone interested in trying Curse of Strahd on Thursdays! Hit me up and stay tuned for adventure hooks to jump in with!
Under raging storm clouds, the vampire, Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind's howling increases as he turns his gaze down toward the village of Barovia.
Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd's face forms the barest hint of a smile as his dark plan unfolds. He knew they were coming, and he knows why they came - all according to his plan.
A lightning flash rips through the darkness. But Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner. And you're invited.
In the event that begins the adventure, the fates of Strahd and the adventurers are entwined as the characters are invited or forced into his domain. Different ways to get the adventurers to Barovia are described in the sections that follow. Use whichever one you favor.
In “Plea for Help,” a colorfully dressed stranger approaches the characters while they are staying at a tavern. The stranger delivers a letter from his master, inviting them to the village of Barovia with an urgent request for their assistance. If the characters take the bait, the fog engulfs them as they cross into Strahd's domain.
In "Mysterious Visitors," the characters are asked to scare off a band of rowdy travelers who are camped outside the town of Daggerford, on the Sword Coast in the Forgotten Realms campaign setting. The travelers welcome the characters to their camp and invite them to sit by their fire while their elder recounts a tragic tale of a cursed yet noble prince. The characters, lulled into a trance by the fire, awaken to find themselves on a foggy road, delivered to Barovia by their Vistani hosts.
In "Werewolves in the Mist," the characters are drawn together by a series of werewolf attacks. The hunt for this pack of lycanthropes leads the characters into a forest, where they are swept into the land of Barovia. This hook assumes the use of the five factions featured in the Adventurers League.
In "Creeping Fog," the characters are traveling a lonely road through the woods when the fog engulfs them, spiriting them away to the land of Barovia.
Hey! I'm looking for a campaign to take part in and was curious If you still had any avaliable stops?
I've been interested in DnD for sometime and have played some short solo campaigns with a DM friend, so I have some experience with the basics, but overall I'm still a beginner...but a very eager one at that!
I have a good deal of experience with RP and character creation as well outside of DnD, so I can cover those no issue and I can meet the session cover cost.
Hey everyone! I now have two for Strahd and would like to find two more! I have gotten the first session of Princes of the Apocalypse underway with great success!
Sessions include,
Thematic background music
Pictures for every NPC for ease of play
Maps for every area
Access to Source books for Maximum options in Character Creation
Screenshare support for when Above VTT isn't working
Custom Character Art By me after 5th Session
One on One RP time to establish backstories for Session Zero
Free Session Zero to meet the other players and make sure everyone vibes before committing!
Bjorn was fairly young for a dwarf. He traveled far and finally arrived in the town of Red Larch. His Pah had been murdered and he only had one clue. A small symbol of a triangle with a ‘v’ on top. His research had led him to find that some had witnessed this symbol popping up in the town of Red Larch. He had a contact at the Helm of the Highsun. A friend of his Pah’s business associate in Waterdeep, Garlen Harlathurl. He had a nice dinner with Garlen Harlathurl and his business partner, Justran Daehl, then went upstairs. As he did he found a commotion with a half-orc named Zomith. She claimed that she fought with the missing delegation from Mirabar but it isn’t her fault they’re missing. Bjorn listened to her tales and bought her an ale to quiet her outburst. He was enjoying the evening when he felt an earthquake and a rumbling outside. On his way out he bumped into the Half - Orc, Tegrat who managed to pilfer 2 gold in the exchange.
Tegrat was working as a servant at the Bargewright Inn, (and shaving a little off the top.) Things were going swimmingly until one day she did her standard but two dollars in the till, one in her pocket, when she turned around to see Chalaska, Captain of the guard. With quick thinking she excused her actions as putting aside for business purchases. However the gig was too hot so she took the first job she found out of there. Hunt down a Serial Killer. His last known location was in Red Larch so that’s where she headed.
After arriving she found shelter with Mother Yalantha, a delightful old lady who ran a boarding house/ hostel. She sat down and had dinner with the old woman and her currently six other tenants. During dinner they mysteriously spoke thieves cant. Something about a quarry at night. Then she felt the earthquake and felt the commotion outside and ran to see if she could help.
Preston and Robert had a hard time on the road. Not necessarily because of travel conditions but more from each other’s company. There had never been a more mismatched dou. A scrawny, scraggly, teen; Robert seemed to glance around with a constant furritive anxiety. Meanwhile his chaperone, Preston stood with the tall regal air of a Dragonborn with practiced military knowledge. While the teen had the practiced survival and hunting skills to lead them through the wild, he was… well… Kinda weird. He refused to eat with the group and constantly had this weird jerky, but he was willing to help Preston on his mission for revenge against the Feathered Menace, and for now that was enough.
When they arrived in Red Larch they found a place to off load their hunted meats in exchange for room and board with the local Butcher, Jalessa Ornra. Unfortunately for them they only later learned that she also roomed with the Constable of Red Larch. After and uncomfortably silent dinner, the dou was helping to clean up when they felt the earthquake and heard the commotion outside, and ran to investigate!
Online Dnd? I use above VTT on Dnd beyond and discord group call. Above VTT allows you to see all the monsters and Tokens as well as move your character. You can also roll your character stats off the dnd beyond app and results come to me in real time.
If you're asking if you can join, Just shoot me a message here or on discord and I'll start asking about character specifics to set up for session Zero. Session Zero is a free session to walk players through character creation and allow all players to meet and discuss party balance!
Payment is collected, thru paypal, after the session but before the next so you have ample time to decided if you had fun or like the group!
Hey everyone! Still have 3 spots for Curse of Strahd on Thursday nights! I have run this campaign through to completion and know how I can beef up the midgame difficulty while keeping the rp going!
Got another on board for Curse of Strahd. That makes 3 again, only need two more. One more and I will schedule the session Zero. If not be on the lookout for a new post for Tomb of Annihalation next week!
Felwinter had not awoken long ago. His friends, gone. His mission, forgotten. He only had one lead. A strange symbol and someone in Red Larch who had recognized it. He journeyed to Red Larch and Met with Lymmura Auldarhk, A Acolyte and Devotee of Sune, staying at the All Faith’s Shrine. Though the lead on the symbol did not prove fruitful she did manage to point him in the direction of the local innkeep who had been requesting assistance from the church for a “Dark Presence” in Lance Rock. After questioning her and learning of some kids witnessing a stranger out in the area while picking berries. The kids confirm that indeed there was some strange dwarf that warned them away from the area, saying there was a plague there.
Armed with the knowledge and the burden of his Oath to protect innocents he sets off. On the route he stumbles across a farm house with a small family of halflings. They praise Felwinter for helping to clear out Lance Rock and that they suspect necromantic activity in the area. They also mention stumbling across a new gravesite up in the hills but offer to show it to him on the way back as he’s on a quest at the moment. He graciously agreed and set off.
Upon Making it to Lance rock he would infact discover proof of necromantic activity in the form of a Ogre Zombie, playing dead in the entrance of the cave. Rolling his eyes the Paladin of Selune simple cast turn undead and watched the foe run head first into their own trap placed down the hall. Crushed by a rain of rocks from overhead. Felwinter confidently strode into the next room. However this confidence would be his downfall. Literally. As he fell into a pitfall trap. The Zombies wouldn’t dare approach him with all his spells of his goddess at his call. But he was effectively stuck. Hopefully help would come soon.
Game: D&D 5e
Group type: Online
Experience: Five years
Location/Timezone: Central Mountain Time [CMT]
Schedule: I am looking to fill games on Mondays 11pm and Thursdays 11 pm.
Roles sought: Up to 6 player sought.
Game style: I am a imaginative DM. I love learning all the lore and backstories of my players and finding fun ways to incorporate them into the modules I play. I use Modules for the wide variety of online tools available through above VTT. I am great and adding to the lore for players as well as adlibbing personalities to NPCs. I love doing all sorts of voiceovers for different characters and run the gambit from silly to dramatic based on the game preference of the players. I love to encourage player interactions and help the personalities of the characters shine through interaction. I use a wide variety of gaming OSTs for background music and make personal playlists to the session!
I would like to start at $5 per session as I have not been doing this professionally for long but rest assured I am the forever DM for my friend groups and would love to branch out and possible become your forever DM too!
I love to draw as well. So after 5 sessions with your group I will be doing free character art for your Character in this session! I use Above VTT and Discord to run my games and have access to all the core books for full character creation. As well as add free playlists through Youtube Premium! If interested please message me here or over on my Discord! My user name is: kudo0529
Session 0 is always free as we need a space to decide what everyone wants to play! Stay tuned for Synopsis of each module and starting hooks!
Princes of the Apocalypse -
(back of the book) - The first signs are always small: bandits on the roads, pirates on the Dessarin River, Monster Sightings throughout the Sumber Hills - all too close to the lands of the civilized folk.
To top things off, a delegation from the dwarven city of Mirabar has gone missing. Are these events all some bizarre coincidence, or is there a deeper reason behind them?
Working through it's prophets, The Elder Elemental Eye has emerged to spread chaos across the Forgotten Realms. How will the adventurers prevent absolute devastation?
Adventure hooks - These are all designed for starting at level 3 if everyone agrees to start there during session Zero, these are all ways that your character could be tied to the story but no necessarily the only options! If you have other idea, feel free to discuss during session 0 with me.
Best Served Cold - The character must find and defeat Windharrow, the minstrel who attends Aerisi Kalinoth. Most members of the air cute know that he stays near Aerisi. The character earns inspiration for reaching the air temple, and again for defeating Windharrow.
Dangerous Information - It's a race against time! The character overheard cruel bandits planning a raid and intends to stop them. The bandits report to someone named Grimjaw in a place called the Rivergard Keep. The character earns inspiration for defeating the "Reaver Ambush" encounter and again for defeating Grimjaw.
Dangerous Secret - The character has been assigned to infiltrated the mysterious Druids of the Circle of the Scarlet Moon and discover their true plans. The circle supposedly knows ritual magic unknown to other druids. The character gains inspiration for discovering the truth behind the Rite of the Wicker Giant and again for finding the fire gate in the Weeping Colossus.
Dark Omens - The signs and the portents are clear: nature is out of balance. Terrible disaster is drawing closer with every passing day. To restore the balance of nature, the character must destroy the four elemental nodes, The character gains inspiration for each portal the party closes.
Defeat the Skyriders - Vicious raiders mounted on hippogriffs have laid waste to several small hamlets and merchant caravans, and the character has sworn to stop them. Clearing the Howling Hatred cultists out of the Feather Gale Spire earns the character inspiration, as does obtaining a flying mount.
Feathergale Rebel - The character has been sent to retrieve a Waterdhavian noblewomen. Savra Belabranta is currently guarding the front gate of Feathergale Spire. The character earns inspiration by persuading her to abandon the cult and return home, as well as for clearing the spire of Air Cultists.
The Fugitive - The character is on the trail of a ruthless murderer, Bastian Thermandar. Bastian is an important member of the fire cult and can be found in the Temple of Eternal Flame. The character earns inspirations for reaching the fire temple and again for defeating Bastian.
Hired Hand - Homesteaders who were kind to itinerant workers are now missing. The character sets out to have revenge and to rescue any survivors. Defeating the Kenku in the Temple of Howling Hatred grants the character inspiration. As does rescuing Bero Gladham or Nerise Gladham in the Howling Caves.
Madman at Haunted Keep - The character knows that unsavory sorts have occupied the Rivergard Keep, and that there's a secret way into the castle. Using the secret entrance earns inspiration, as does clearing the Crushing Wave cultists out of Rivergard Keep.
The Mud Sorcerer - Months ago, the character was robbed by a genasi who killed several innocent bystanders. Now it's time to find Miraj Vizann and make him pay. Vizann can normally be found in the Temple of Black Earth. Gain inspiration by reaching the temple and again after killing Miraj.
Ominous Dream - The character has seen the earth prophet, Marlos Urnrayle, in dreams and knows that Marlos is a dangerous villain who must be stopped. The character earns inspiration for gaining access to the earth temple and again for defeating Marlos.
Recover Your Sword - Thugs associated with the water cult broke into the workshop where the character apprenticed, murdered the master smith, and stole the beautiful sword she'd made. The character earns inspiration for defeating Grimjaw and again for recovering the sword in the Temple of the Crushing Wave.
Rescue Your People - Raiders from the fire cult have abducted people the character feel responsible for protecting. They must be rescued at any cost. The captives are being held in the Temple of the Eternal Flame. The character earns inspiration for reaching the temple and again for getting the captives to safety.
Seeking Revenge - Fire cultists torched the character's home or razed their defenseless village. The character is sworn to stop them. The character earns inspiration for defeating Lyzzie Calderos in the Temple of the Eternal Flame and again for defeating Vanifer.
Settle A Score - Marauders in stony armor robbed the character's friends or family and left the character for dead. Now it's time to even the score. The character earns inspiration for defeating the Black Earth cultists of the Sacred Stone Monastery. And again for defeating Hedorm in the Temple of Black Earth.
Shatterkeel's Trail - Months ago, Gar Skatterkeel destroyed the character's ship by conjuring a powerful storm. Dozens of sailors died, and now the character intends revenge. The character earns inspiration for reaching the water temple and again for defeating Gar.
Standing Offer - Months ago, the character served as a guide for a ban of mysterious pilgrims who set out to reoccupy the Sacred Stone Monastery. The character's mission is to infiltrate the group and discover their intentions. The character earns inspiration for successfully joining the earth cult and the monastery and again for surviving an encounter with Renwick.
Strange Map - An ancient map has come into the character's possession, showing the location of a forgotten dwarf stronghold beneath the Sumber Hills. The character earns inspiration for each time he or she discovers one of the four temples in ancient Tyar-Besil.
Suspicious Fellow - The character becomes suspicious of Thurl Merosska, a knight of the Feathergale Society, and decides to investigate. Thurl is normally found in the Feathergale Spire. The character earns inspiration for defeating Thurl and again for discovering the Temple of Howling Hatred.
Undercover - The character is tasked to break up a smuggling and piracy ring on the Dessarin River headquartered at Rivergard Keep. The character earns inspiration for successfully joining the water cult at Rivergard Keep and again for defeating Shoalar Quanderil
Walked away - The character was briefly recruited by the fire cultists but never took up arms with them. Now the character wants to stop the villains before they give all mercenaries a bad name. The character earns inspiration for clearing out Scarlet Moon Hall and again reaching the Temple of Eternal Flame.
-Factions-
Factions are like political parties, religious organizations, or secret societies. Players can choose a connections to one of the five factions: The Harpers, The Order of the Gauntlet, The Emerald Enclave, The Lords' Alliance, and The Zhentarim. All five Factions have their own reasons for opposing the spread of Elemental Evil. However, none fully comprehend the gravity of the threat at the adventure's start.
You can make the characters' connections to their factions as complex as you like. The Harpers and the Emerald Enclave operate on personal relationships, so the characters might have met their contacts before the adventure starts. The Lords' Alliance and the Zhentarim, on the other hand, have an elaborate system of pass phrases and secret signs that identify their agents to one another.
The Harpers
A scattered network of spellcasters and spies, The Harpers advocate equality and covertly oppose the abuse of power, magical or otherwise. Agents operate in secret and emphasize stealth and subtlety, or at the very least, discretion. Bards and wizards are their most prominent members.
Harpers operate in small cells throughout the North. One is based in Triboar: Darathra Shendrel, the Lore Protector, belongs to the faction, and Harper agents can find welcome at the Home of the Boars.
Another cell in the properous trade center of Yartar monitors traffic in the Dessarin Valley and the actions and policies of the city's Waterbaron. The Harpers work to maintain the balance of power between the various groups competing to influence the city. In the Sumber Hills, the Harpers warn travelers and adventurers to stay clear of Rundreth Manor and the Dark Lady who dwells there. Harpers also watch the ruined Halls of the Hunting Axe.
The Order Of The Gauntlet
This faction is primarily a military organizations made up of paladins, clerics, and monks. Members of the order are faithful and vigilant seekers of justice who protect others from the depredations of evildoers. They exact swift retribution against those who violate the law.
Atop a high crest in the Sumber Hills stands Summit Hall, home to the Knights of Samular. This venerable order of paladins of Tyr strives to promote justice in the savage North. The order of the Gauntlet hopes to expand it's influence in the region by joining the Knights to it's cause.
In the wester Sumber Hills, the order has little political influence. It hopes to correct this weakness by establishing alliances with local leaders who share it's goals, suck as the Waterbaron of Yartar. The order is even pursuing negotiations with fringe organizations.
The Emerald Enclave
This widespread group of wilderness survivalists preserves the natural order while rooting out unnatural threats. Many of the Enclave's members are barbarians, druids, and rangers. Some wander the untamed lands while others make their homes on the outskirts of towns and villagers, where they help to protect travelers from the dangers of the wild.
The Enclave's greatest stronghold in the region is the fortified farm and abbey to Chauntea called Goldenfields. Abbot Ellardin Darovik is a senior agent of the Emerald Enclave. In the High Forest to the east lies Shadowtop Cathedral, another of the enclave's meeting places.
The Lords' Alliance
The Lords' Alliance is a shaky compact of aggressive political powers concerned with mutual security and prosperity. Fighters and sorcerers are prevalent among alliance agents, and they are often glory hounds seeking personal recognition. Most agents are lawful or neutral; in the courtly circles of the lords, those who don't follow the rules seldom last long.
Trade along rivers and roads links the cities of the Lords' Alliance, so its operatives eliminate threats to that trade as soon as they appear. Located at the confluence of the Dessarin and Surbrin rivers, Yartar is a prosperous center of commerce. Various groups vie to control it's wealth and influence it's trade. The Waterbaron of Yartar, Nestra Ruthiol, is a member of The Lords' Alliance, and her decisions affect the politics of not only her city but the other cities of the region.
The Zhentarim
This shadow network seeks to expand it's influence and power base throughout Faerun. It's members coerce, persuade, or buy their way into every major area of influence. Rogues and warlocks fill the Zhentarim's ranks, but the faction recruits any who can conduct it's business without too many moral reservations.
Zhentarim operatives might be found in any settlement, but in the North the organization is based in the Bargewright Inn. Zhetarim mercenaries and spies meet within it's many private chambers. The black Network disguises its ownership of the in to avoid unwanted attention. The organization also has a vested interest in maintaining the prosperity of Yartar.
hi! im intersted in the campaign if you re still looking for players.
Discord: silverafenix
Hello! This seems incredibly interesting and I'd love to join!
This is my Discord: superdjr0yalty
Awesome! I have two new players established! Would love to have two more for a full party! For now I'm going to schedule our first session Zero.
Monday, 1/15/24 (Happy Martin Luther King Day!)
11pm CST
Please message me before then, if you would like a spot in our first ever Princes of the Apocalypse Campaign!
I have myself and a friend who want to play, if you have spot available. My discord is bigbro182020 and my buddy's discord is mastervamp1
Alright, I have 4 for Princes of the Apocalypse! I will be doing that campaign Mondays from 11pm to 2/3am! I have room in my schedule to run one more module so I would also like to find anyone interested in trying Curse of Strahd on Thursdays! Hit me up and stay tuned for adventure hooks to jump in with!
Bury Yourself in Gothic Horror
Under raging storm clouds, the vampire, Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind's howling increases as he turns his gaze down toward the village of Barovia.
Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd's face forms the barest hint of a smile as his dark plan unfolds. He knew they were coming, and he knows why they came - all according to his plan.
A lightning flash rips through the darkness. But Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner. And you're invited.
Curse of Strahd Adventure Hooks
In the event that begins the adventure, the fates of Strahd and the adventurers are entwined as the characters are invited or forced into his domain. Different ways to get the adventurers to Barovia are described in the sections that follow. Use whichever one you favor.
In “Plea for Help,” a colorfully dressed stranger approaches the characters while they are staying at a tavern. The stranger delivers a letter from his master, inviting them to the village of Barovia with an urgent request for their assistance. If the characters take the bait, the fog engulfs them as they cross into Strahd's domain.
In "Mysterious Visitors," the characters are asked to scare off a band of rowdy travelers who are camped outside the town of Daggerford, on the Sword Coast in the Forgotten Realms campaign setting. The travelers welcome the characters to their camp and invite them to sit by their fire while their elder recounts a tragic tale of a cursed yet noble prince. The characters, lulled into a trance by the fire, awaken to find themselves on a foggy road, delivered to Barovia by their Vistani hosts.
In "Werewolves in the Mist," the characters are drawn together by a series of werewolf attacks. The hunt for this pack of lycanthropes leads the characters into a forest, where they are swept into the land of Barovia. This hook assumes the use of the five factions featured in the Adventurers League.
In "Creeping Fog," the characters are traveling a lonely road through the woods when the fog engulfs them, spiriting them away to the land of Barovia.
Hey! I'm looking for a campaign to take part in and was curious If you still had any avaliable stops?
I've been interested in DnD for sometime and have played some short solo campaigns with a DM friend, so I have some experience with the basics, but overall I'm still a beginner...but a very eager one at that!
I have a good deal of experience with RP and character creation as well outside of DnD, so I can cover those no issue and I can meet the session cover cost.
Hope to hear from soon! 😁
Hey everyone! I now have two for Strahd and would like to find two more! I have gotten the first session of Princes of the Apocalypse underway with great success!
Sessions include,
Thematic background music
Pictures for every NPC for ease of play
Maps for every area
Access to Source books for Maximum options in Character Creation
Screenshare support for when Above VTT isn't working
Custom Character Art By me after 5th Session
One on One RP time to establish backstories for Session Zero
Free Session Zero to meet the other players and make sure everyone vibes before committing!
Session 1 Part 1 Synopsis
Bjorn was fairly young for a dwarf. He traveled far and finally arrived in the town of Red Larch. His Pah had been murdered and he only had one clue. A small symbol of a triangle with a ‘v’ on top. His research had led him to find that some had witnessed this symbol popping up in the town of Red Larch. He had a contact at the Helm of the Highsun. A friend of his Pah’s business associate in Waterdeep, Garlen Harlathurl. He had a nice dinner with Garlen Harlathurl and his business partner, Justran Daehl, then went upstairs. As he did he found a commotion with a half-orc named Zomith. She claimed that she fought with the missing delegation from Mirabar but it isn’t her fault they’re missing. Bjorn listened to her tales and bought her an ale to quiet her outburst. He was enjoying the evening when he felt an earthquake and a rumbling outside. On his way out he bumped into the Half - Orc, Tegrat who managed to pilfer 2 gold in the exchange.
Tegrat was working as a servant at the Bargewright Inn, (and shaving a little off the top.) Things were going swimmingly until one day she did her standard but two dollars in the till, one in her pocket, when she turned around to see Chalaska, Captain of the guard. With quick thinking she excused her actions as putting aside for business purchases. However the gig was too hot so she took the first job she found out of there. Hunt down a Serial Killer. His last known location was in Red Larch so that’s where she headed.
After arriving she found shelter with Mother Yalantha, a delightful old lady who ran a boarding house/ hostel. She sat down and had dinner with the old woman and her currently six other tenants. During dinner they mysteriously spoke thieves cant. Something about a quarry at night. Then she felt the earthquake and felt the commotion outside and ran to see if she could help.
Preston and Robert had a hard time on the road. Not necessarily because of travel conditions but more from each other’s company. There had never been a more mismatched dou. A scrawny, scraggly, teen; Robert seemed to glance around with a constant furritive anxiety. Meanwhile his chaperone, Preston stood with the tall regal air of a Dragonborn with practiced military knowledge. While the teen had the practiced survival and hunting skills to lead them through the wild, he was… well… Kinda weird. He refused to eat with the group and constantly had this weird jerky, but he was willing to help Preston on his mission for revenge against the Feathered Menace, and for now that was enough.
When they arrived in Red Larch they found a place to off load their hunted meats in exchange for room and board with the local Butcher, Jalessa Ornra. Unfortunately for them they only later learned that she also roomed with the Constable of Red Larch. After and uncomfortably silent dinner, the dou was helping to clean up when they felt the earthquake and heard the commotion outside, and ran to investigate!
how does this work?
Online Dnd? I use above VTT on Dnd beyond and discord group call. Above VTT allows you to see all the monsters and Tokens as well as move your character. You can also roll your character stats off the dnd beyond app and results come to me in real time.
If you're asking if you can join, Just shoot me a message here or on discord and I'll start asking about character specifics to set up for session Zero. Session Zero is a free session to walk players through character creation and allow all players to meet and discuss party balance!
Payment is collected, thru paypal, after the session but before the next so you have ample time to decided if you had fun or like the group!
Hey everyone! Still have 3 spots for Curse of Strahd on Thursday nights! I have run this campaign through to completion and know how I can beef up the midgame difficulty while keeping the rp going!
Got another on board for Curse of Strahd. That makes 3 again, only need two more. One more and I will schedule the session Zero. If not be on the lookout for a new post for Tomb of Annihalation next week!
I can do Curse of Strahd at 11pm Thursday night. Been playing for years, been wanting to do this campaign for some time. discord is: JBurd83#8355
Friend Request sent! That makes 3 for certain for CoS
I'll message some of the prior inquires and see if there is still any interest.
Session 1 Part 2 (Make up with Felwinter)
Felwinter had not awoken long ago. His friends, gone. His mission, forgotten. He only had one lead. A strange symbol and someone in Red Larch who had recognized it. He journeyed to Red Larch and Met with Lymmura Auldarhk, A Acolyte and Devotee of Sune, staying at the All Faith’s Shrine. Though the lead on the symbol did not prove fruitful she did manage to point him in the direction of the local innkeep who had been requesting assistance from the church for a “Dark Presence” in Lance Rock. After questioning her and learning of some kids witnessing a stranger out in the area while picking berries. The kids confirm that indeed there was some strange dwarf that warned them away from the area, saying there was a plague there.
Armed with the knowledge and the burden of his Oath to protect innocents he sets off. On the route he stumbles across a farm house with a small family of halflings. They praise Felwinter for helping to clear out Lance Rock and that they suspect necromantic activity in the area. They also mention stumbling across a new gravesite up in the hills but offer to show it to him on the way back as he’s on a quest at the moment. He graciously agreed and set off.
Upon Making it to Lance rock he would infact discover proof of necromantic activity in the form of a Ogre Zombie, playing dead in the entrance of the cave. Rolling his eyes the Paladin of Selune simple cast turn undead and watched the foe run head first into their own trap placed down the hall. Crushed by a rain of rocks from overhead. Felwinter confidently strode into the next room. However this confidence would be his downfall. Literally. As he fell into a pitfall trap. The Zombies wouldn’t dare approach him with all his spells of his goddess at his call. But he was effectively stuck. Hopefully help would come soon.