Looking for 4 regular players and 2 backup players to start.
Homebrew meaning my original story content and that I will change up the monsters somewhat but basic game rules apply per my interpretation.
This will be an active campaign meaning as the DM I will post/response multiple times a day EST through the day and have expectation you will too.
This is a murder-hobo free zone.
18+ age restriction; sorry kids this is an adult zone too.
There will be PvP combat as part of the first trial. But after which ALL PvP will STOP, there WILL be honor among thieves!!
Your adventure intro:
Along the windswept eastern coast of Talamh stands the city of Sul Na Mara. Known as the Jewel of the Coast the sprawling port city's harbor is inundated with ship's morning, noon, and night from all the foreign lands seeking to trade with Talamh. They bringing their goods from the far reaches to tempt the devout of Talamh which is an ancient continent where magic is kept hidden from the populous. People of Talamh as well as Sul Na Mara are publically reliant on the religious orders to use magics to heal as well as to ward off evil and chaos. Free magic itself however still exists in the shadows. Amongst those who wield magic in secret, there is a large following within the discipline of druids, sorcerers, wizards, and warlocks working together as well as apart in covens hidden throughout the continent of Talamh. In Sul Na Mara high concentrations of diversity fill the city streets with neighborhoods however hosting race-specific settlements while the outer part of the city is intermixed. Sul Na Marians remain willingly separate among their own peoples as well often further dividing themselves by their trades and social class. The wealthy from the poor etc... Sul Na Marians are dedicated worshipers of Sune.
You've come to Sul Na Mara, either from another part of Talamh or beyond it's shores on a boat, seeking entry into the thieves guild named Order of Medusa. The Order is known as the leader among the several entities that struggling for power in the underworld of Talamh. The Order of Medusa has various extensions of its organization set up in the other great cities of Talamh. Their members are hidden in all levels of society. You know to go to a dockside tavern called the Silver Sail where you will meet a contact from the Order. You've heard countless stories about the trials to get into the guild however you are certain you will go through a series of trials to see if you can prove your worth to the guild.
The first and largest of the sister-cities is Sul na Mara known as the jewel of the coast. Sul na Mara is the hub of the arts and commerce with imports and exports dominating trade and worshipers of Sune, goddess of life and light, at the core of the cities beliefs. ALL races intermix here but humans, half-elves, half-orcs, and halflings dominate the populate this area. Sorcerer's hide their magic here.
The second largest city is Caorthann. The stronghold capital of Talamh hewn into the very mountain range of Selva Donard is where the council of Talamh makes their home with worshipers of Mystra, goddess of knowledge and magic. Elves, dwarves, and humans dominate the area. Wizard hide their magics here.
The third city is deep within the Tranglam forest itself is the city of Foraois. The forest city is comprised of buildings and homes built directly into the vast trunks of ancient trees high off the ground, a city in the sky. The vast forests themselves some say even the trees are alive! Foraois is the center of natural magics used by druids. The natural magics here go unchecked by the Council of Talamh. The druids are masters the elements protecting all of Talamh with worshipers of Mielikki at its center! Elves, half-elves, and gnomes dominate this area. Druid practice their magic more tolerantly here.
The fourth and smallest city of Talamh is Feirm. Although the smallest of the sister cities it is dominated by vast and seemingly endless farmlands. Known as the breadbasket of Talamh, Feirm as well as the surrounding settlements worship Chauntea goddess of agriculture. Hill dwarves, gnomes, humans, and half-elves dominate this area. Warlock magic is hidden here.
While bards bounce around the empire of Talamh plying their trade of music, song, or dance to the masses everywhere....
If interested please PM me the following.
*The other players need to be in the dark about your PC.*
Stats 4d6 drop the lowest dice ROLL only. It's the luck of the dice, friends.
Choose 3 levels of whatever rogue archetype then you will have the option to continue to level up as a rogue or multi-class whatever new class you'd like after surviving the trial this is non-negotiable.
ALL alignments but straight up chaotic evil. Also chaotic good or lawful PCs might be a hard sell on the campaign.
ALL playable races allowed; I don't own content or have the ability to share so you must own everything you want to put it on your character sheet.
Starting gear ONLY +1 regular healing potion.
Use fixed HP.
Merit based but contributions get you levels as well as DM granted inspo!
*Must have a short and concise backstory*
I need a link to your character sheet too
Remember PM your app to me. No posting here but you can note your interest.
I've sent invites. Thanks to all who applied. If you didn't get an invite but would like to be an alternate let me know through PM. Thank you for your time and creativity!!
Rollback Post to RevisionRollBack
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Calling ALL multi-classing Rogue types!
Basics Rules
Looking for 4 regular players and 2 backup players to start.
Homebrew meaning my original story content and that I will change up the monsters somewhat but basic game rules apply per my interpretation.
This will be an active campaign meaning as the DM I will post/response multiple times a day EST through the day and have expectation you will too.
This is a murder-hobo free zone.
18+ age restriction; sorry kids this is an adult zone too.
There will be PvP combat as part of the first trial. But after which ALL PvP will STOP, there WILL be honor among thieves!!
Your adventure intro:
Along the windswept eastern coast of Talamh stands the city of Sul Na Mara. Known as the Jewel of the Coast the sprawling port city's harbor is inundated with ship's morning, noon, and night from all the foreign lands seeking to trade with Talamh. They bringing their goods from the far reaches to tempt the devout of Talamh which is an ancient continent where magic is kept hidden from the populous. People of Talamh as well as Sul Na Mara are publically reliant on the religious orders to use magics to heal as well as to ward off evil and chaos. Free magic itself however still exists in the shadows. Amongst those who wield magic in secret, there is a large following within the discipline of druids, sorcerers, wizards, and warlocks working together as well as apart in covens hidden throughout the continent of Talamh. In Sul Na Mara high concentrations of diversity fill the city streets with neighborhoods however hosting race-specific settlements while the outer part of the city is intermixed. Sul Na Marians remain willingly separate among their own peoples as well often further dividing themselves by their trades and social class. The wealthy from the poor etc... Sul Na Marians are dedicated worshipers of Sune.
You've come to Sul Na Mara, either from another part of Talamh or beyond it's shores on a boat, seeking entry into the thieves guild named Order of Medusa. The Order is known as the leader among the several entities that struggling for power in the underworld of Talamh. The Order of Medusa has various extensions of its organization set up in the other great cities of Talamh. Their members are hidden in all levels of society. You know to go to a dockside tavern called the Silver Sail where you will meet a contact from the Order. You've heard countless stories about the trials to get into the guild however you are certain you will go through a series of trials to see if you can prove your worth to the guild.
The first and largest of the sister-cities is Sul na Mara known as the jewel of the coast. Sul na Mara is the hub of the arts and commerce with imports and exports dominating trade and worshipers of Sune, goddess of life and light, at the core of the cities beliefs. ALL races intermix here but humans, half-elves, half-orcs, and halflings dominate the populate this area. Sorcerer's hide their magic here.
The second largest city is Caorthann. The stronghold capital of Talamh hewn into the very mountain range of Selva Donard is where the council of Talamh makes their home with worshipers of Mystra, goddess of knowledge and magic. Elves, dwarves, and humans dominate the area. Wizard hide their magics here.
The third city is deep within the Tranglam forest itself is the city of Foraois. The forest city is comprised of buildings and homes built directly into the vast trunks of ancient trees high off the ground, a city in the sky. The vast forests themselves some say even the trees are alive! Foraois is the center of natural magics used by druids. The natural magics here go unchecked by the Council of Talamh. The druids are masters the elements protecting all of Talamh with worshipers of Mielikki at its center! Elves, half-elves, and gnomes dominate this area. Druid practice their magic more tolerantly here.
The fourth and smallest city of Talamh is Feirm. Although the smallest of the sister cities it is dominated by vast and seemingly endless farmlands. Known as the breadbasket of Talamh, Feirm as well as the surrounding settlements worship Chauntea goddess of agriculture. Hill dwarves, gnomes, humans, and half-elves dominate this area. Warlock magic is hidden here.
While bards bounce around the empire of Talamh plying their trade of music, song, or dance to the masses everywhere....
If interested please PM me the following.
*The other players need to be in the dark about your PC.*
Remember PM your app to me. No posting here but you can note your interest.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Interested and working on a character concept. (Love the Rat Queens photo there)
This sounds cool, working on my character.
171014132114
P.s. Multi-classing has to make narrative sense as well.
P.s.s. Got a seriously monstrous race idea we'll need to chat.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Submissions closed, thank you for your interest.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
I've sent invites. Thanks to all who applied. If you didn't get an invite but would like to be an alternate let me know through PM. Thank you for your time and creativity!!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Looking for new submissions.
Party consists of:
Half-elf Swashbuckler-going artificer
Human Arcane Trickster to wizard
Dragonborn Assassin to warlock
Shifter -scout to fighter or ranger
I need two new players. PLEASE PM me your submissions.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Submissions closed.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.