DM Experience: Ran 12 Campaigns/Played in about 8 (about five years experience total)
Looking For Experience: Any
Timezone: EST - U.S. East Coast
Roles Sought: 5 - 7 players per campaign
Game Style: Combat: High Roleplay: High Exploration/Puzzles: Medium Notes: Complex Worldbuilding and Plot with a very loose railroad, interlocking factions, the world changes based on your choices. Warning: Evil/traitorous pcs are allowed, pvp is party regulated, and overall this game is built with fewer tools for keeping the group cohesive. I ask that everyone who comes into this game recognize that, and understand that however things play out ingame, everyone's able to roll with the punches and get along outside of the game.
Platform: Discord and Roll 20. Roll20 will be the VTT, using maps whenever possible.
Session Start Times Frontiersland: Tuesdays at 2:00 PM EST (Going to wait on this one) Mariarte: Wednesdays at 2:00 PM EST(Going to wait on this one) Asterlix: Mondays at 7:00 PM EST (Going to wait on this one) Krakatoa: Tuesdays at 7:00 PM EST Sahara: Wednesdays at 7:00 PM EST
Session Length is about 2-3 hours.
Campaign Summary:
Often considered the most powerful nation of spellcasters in all of known history, the exploits of the Netherese were beyond imagining. 10th and 11th level spells, cast as though they were mere child's play. Cities that were magically hovered thousands of feet above the ground. Spelljammers that could supposedly travel the stars themselves! Rumors spread like wildfire, claiming that the one such Netherese wonder: The Artificial Island of Ilonduil, has finally been discovered after millennia of being deemed a myth. Enormous lost ruins, isolated towns and villages, ancient secrets hidden away in underground vaults, etc, etc, all on a mysterious island hidden by magic forgotten by even the gods themselves. A horde of scholars, treasure hunters, and power-hungry tyrants have begun to scour The Trackless Sea in search of The Island of Ilonduil. Yet so far, none have returned successful. In fact, few have returned at all."
Doom of Ilonduil is a homebrew campaign setting for D&D Forgotten Realms. The island is split into six regions, each with their own interlocking factions, environments, and conflicts. Right now the setting is still a bit lightweight, as I'm still working out the details of each one. That said, I have outlines for every single one, and I've run three versions of the grand, overall campaign that uses every region. In short, I'm in the process of figuring out what works and what doesn't. That's where these games come in.
Terrestria (Already filled)
Frontiersland: Lands crafted from the image of the Savage Frontier, with expansive tundras and great icy mountains. The main factions here are the orcs and the dwarves of the mountains, who feud with one another over land and resources. However, a great shadow has fallen upon Frontiersland, with terrifying monsters striking the region every midnight. The only way to stop this horde is to unite the disparate groups and discover the true nature of the shadows.
Mariarte: Lands crafted from the image of the jungles of Maztica and Chult. The land is mostly quiet, with scattered townships and elven enclaves keeping to themselves. Yet a strange curse has fallen upon the land. The magic of the jungles is fading, and the island itself is starting to die. The only way to stop this curse is to travel to the source, and purge the mechanical corruption that has been reawakened.
Asterlix: Lands crafted from the image of the rocky space planet Falx. Craters, basalt towers, and strange alien plant life riddle this barren landscape. Here, the giff and the thri-kreen fued over matters of faith, while the mercantile mercane war with the northern banks over who gets to profit from the conflict. Suddenly, cold snaps have begun to consume the region, while strange creatures both illusory and not have been appearing randomly throughout the region. The heart of chaos must be confronted and its delusions unmade before Asterlix falls to madness.
Krakatoa: Lands crafted from the disparate outer planes, filled with strange magic and horrific harvesting tombs. Here, the combined races of Krakatoa war with savage kobolds and their feral dragon idols. A new leader, or perhaps an old one, has risen to lead these kobolds in a grand conquest of the island. The face of this monster must be unmasked, and his reign cut short.
Sahara: Lands crafted from the fallen remains of Netheril the deserts of Anauroch. Shifting sands and soft winds course through this lifeless desert, challenging all those who choose to live there. The bhukas and the sarrukh rule this place, but a bizarre ritual is preventing time from moving forwards. The Hourglass must be moved, and the ancient defiler put back in the ground.
All campaigns start at level 5.
If you are interested in joining, send me a DM on D&DB and/or a friend request on Discord (username: ‘noahbaa0431.’).
From the sounds of it, you're going to be running 6 campaigns at once? Up to 30 different players? The setting sounds intriguing, but this sounds like an absolutely staggering workload. Have you done something on that scale before?
You know what? You're completely right. Ultimately, my plan should be to build up to this level, not jump straight into the deep end. With that in mind, the offer for the Frontiersland, Mariarte, & Asterlix games are suspended for the time being. Apologies for the inconvenience.
To actually answer your question, I've run two campaigns concurrently several times before, including two within this setting at the same time (though compared to these 2-3 hour sessions, the ones I did then were 3-4 hours). Never done it with three, so that seems like a better route to go.
To anyone considering this campaign, do it! Uggubaa is a great guy and a great DM. You’ll have a fantastic time. I would join in a heartbeat but neither of the times work for me. ☹️
Game: D&D 5e
Group Type: Online
DM Experience: Ran 12 Campaigns/Played in about 8 (about five years experience total)
Looking For Experience: Any
Timezone: EST - U.S. East Coast
Roles Sought: 5 - 7 players per campaign
Game Style:
Combat: High
Roleplay: High
Exploration/Puzzles: Medium
Notes: Complex Worldbuilding and Plot with a very loose railroad, interlocking factions, the world changes based on your choices.
Warning: Evil/traitorous pcs are allowed, pvp is party regulated, and overall this game is built with fewer tools for keeping the group cohesive. I ask that everyone who comes into this game recognize that, and understand that however things play out ingame, everyone's able to roll with the punches and get along outside of the game.
Platform: Discord and Roll 20. Roll20 will be the VTT, using maps whenever possible.
Session Start Times
Frontiersland:Tuesdays at 2:00 PM EST(Going to wait on this one)Mariarte:Wednesdays at 2:00 PM EST(Going to wait on this one)Asterlix:Mondays at 7:00 PM EST(Going to wait on this one)Krakatoa: Tuesdays at 7:00 PM EST
Sahara: Wednesdays at 7:00 PM EST
Session Length is about 2-3 hours.
Campaign Summary:
Often considered the most powerful nation of spellcasters in all of known history, the exploits of the Netherese were beyond imagining. 10th and 11th level spells, cast as though they were mere child's play. Cities that were magically hovered thousands of feet above the ground. Spelljammers that could supposedly travel the stars themselves! Rumors spread like wildfire, claiming that the one such Netherese wonder: The Artificial Island of Ilonduil, has finally been discovered after millennia of being deemed a myth. Enormous lost ruins, isolated towns and villages, ancient secrets hidden away in underground vaults, etc, etc, all on a mysterious island hidden by magic forgotten by even the gods themselves. A horde of scholars, treasure hunters, and power-hungry tyrants have begun to scour The Trackless Sea in search of The Island of Ilonduil. Yet so far, none have returned successful. In fact, few have returned at all."
Doom of Ilonduil is a homebrew campaign setting for D&D Forgotten Realms. The island is split into six regions, each with their own interlocking factions, environments, and conflicts. Right now the setting is still a bit lightweight, as I'm still working out the details of each one. That said, I have outlines for every single one, and I've run three versions of the grand, overall campaign that uses every region. In short, I'm in the process of figuring out what works and what doesn't. That's where these games come in.
Terrestria (Already filled)
Frontiersland: Lands crafted from the image of the Savage Frontier, with expansive tundras and great icy mountains. The main factions here are the orcs and the dwarves of the mountains, who feud with one another over land and resources. However, a great shadow has fallen upon Frontiersland, with terrifying monsters striking the region every midnight. The only way to stop this horde is to unite the disparate groups and discover the true nature of the shadows.Mariarte: Lands crafted from the image of the jungles of Maztica and Chult. The land is mostly quiet, with scattered townships and elven enclaves keeping to themselves. Yet a strange curse has fallen upon the land. The magic of the jungles is fading, and the island itself is starting to die. The only way to stop this curse is to travel to the source, and purge the mechanical corruption that has been reawakened.Asterlix: Lands crafted from the image of the rocky space planet Falx. Craters, basalt towers, and strange alien plant life riddle this barren landscape. Here, the giff and the thri-kreen fued over matters of faith, while the mercantile mercane war with the northern banks over who gets to profit from the conflict. Suddenly, cold snaps have begun to consume the region, while strange creatures both illusory and not have been appearing randomly throughout the region. The heart of chaos must be confronted and its delusions unmade before Asterlix falls to madness.Krakatoa: Lands crafted from the disparate outer planes, filled with strange magic and horrific harvesting tombs. Here, the combined races of Krakatoa war with savage kobolds and their feral dragon idols. A new leader, or perhaps an old one, has risen to lead these kobolds in a grand conquest of the island. The face of this monster must be unmasked, and his reign cut short.
Sahara: Lands crafted from the fallen remains of Netheril the deserts of Anauroch. Shifting sands and soft winds course through this lifeless desert, challenging all those who choose to live there. The bhukas and the sarrukh rule this place, but a bizarre ritual is preventing time from moving forwards. The Hourglass must be moved, and the ancient defiler put back in the ground.
All campaigns start at level 5.
If you are interested in joining, send me a DM on D&DB and/or a friend request on Discord (username: ‘noahbaa0431.’).
From the sounds of it, you're going to be running 6 campaigns at once? Up to 30 different players? The setting sounds intriguing, but this sounds like an absolutely staggering workload. Have you done something on that scale before?
You know what? You're completely right. Ultimately, my plan should be to build up to this level, not jump straight into the deep end. With that in mind, the offer for the Frontiersland, Mariarte, & Asterlix games are suspended for the time being. Apologies for the inconvenience.
To actually answer your question, I've run two campaigns concurrently several times before, including two within this setting at the same time (though compared to these 2-3 hour sessions, the ones I did then were 3-4 hours). Never done it with three, so that seems like a better route to go.
Tuesday or Wednesday works for me. 3ric77 is my discord if you feel like contacting me there
To anyone considering this campaign, do it! Uggubaa is a great guy and a great DM. You’ll have a fantastic time. I would join in a heartbeat but neither of the times work for me. ☹️
Hi! Just sent you a FR on Discord, I'm interested in Sahara :)
Enough people have joined to start both campaigns! However, there's still room for up to four more players in each, so join in while you can.