RULES FOR PLAYER CHARACTERS:
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Players are limited to only one (1) character per tier of play.
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All characters start at level one.
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Wizards of the Coast (WoTC) approved races, classes, and subclasses from official WotC published material only (Player's Handbook, Volo’s Guide, Sword Coast Adventurer's Guide, Xanathar's etc. -- No Unearthed Arcana or DM's Guild material) *See amendment.
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Character attributes are determined by the 27 point buy system only, as outlined in the Player's Handbook.
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No evil alignments.
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Characters can and will level up separately. (XP is up to DM discretion. DMs will try to balance their style with other DMs.)
- Players are not allowed to intentionally affect another player in a negative manner (i.e attack or steal) unless and all parties agree and it is done "in game".?Don’t be a jerk. We are all here to have fun, don't ruin another player's fun. Always assume positive intent.
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Rules lawyering to be kept to a minimum. Rules discussions should be addressed after the session has finished.
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Minimize meta-gaming and no “deal making”.
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A player can't be 2 places at once. If a player is off on an adventure, they are unavailable for additional adventuring until they return to the tavern.
GAME MECHANICS:
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The campaign begins in The Crossed Hammers tavern in the town of Adderholm at the edge of the frontier. Adderholm is safe. No adventures or combats take place in the town.
- There is no game night. Games are set by a player who is responsible to assemble the balance of the party and choose a DM.
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The DM should plan for each encounter to run at least one and no more than two gaming sessions. At the end of the encounter the adventuring party returns to the tavern.
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The adventuring world is a shared environment where any changes remain for future encounters. One group’s actions will affect the world for other groups (e.g. a rundown farmhouse that is burned to the ground by one party will be found as burned to the ground by subsequent parties). Events in the campaign happen in real time that is central for all players.
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The only map is the common one kept by the players collectively. (i.e. there is no "official map". It it a work in progress where details are added by each party as they return to the Crossed Hammers Inn)
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Upon returning to the Crossed Hammers, parties will update the map with a description of what terrain they crossed, i.e. geographic features and landmarks. They will enter their tales into a collective tome (wiki) so all other players will know what happened.
DUNGEON MASTER (DM) GUIDELINES:
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Magic Items need to be distributed in a fair manner based upon player level.
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5th Edition Rules as Written wherever possible. DM can improvise on the fly if need be. Minor homebrew rules can be added with a majority of members agreeing.
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DM's can't play their character while running the adventure (No DMPC's).
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DM's are responsible to mark which players in their game are out of the tavern and then mark them back in when they return.
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AMENDMENTS:
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Upon reaching 4th level players can select a feat of their choice in addition to an ability score increase.
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DM’s gain XP equal to 100 XP per average player level per game session half the the XP earned by the players.
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Players may spend gold for experience points (1 GP = 1 XP).
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DMs are responsible for generating magic items and players are responsible for distributing these magic items by the end of each session - roll offs will be used to mediate impasses.
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Players may buy 2 level appropriate* consumable magic items (ex. spell scrolls, potions, etc.) per adventure. These purchased items can accumulate to a number of items equal to your total player level.
Character Level |
Rarity |
Scroll Spell Level |
1 - 4 |
Common & Uncommon |
Cantrip - 3 |
5 - 10 |
Rare |
4 - 5 |
11- 16 |
Very Rare |
6 - 8 |
17+ |
Legendary |
9 |
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Homebrew monsters are acceptable for DM’s to use as they wish. DM’s can also create homebrew magic items to distribute to the players, but these items must be written up and posted in the Wiki section. Any player concerns that are items are too powerful will result in the item being revised until it’s acceptable or removed from play.
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Players are permitted one character per tier of play until level 20. The Tiers are as follows:
Tier I: Levels 1 -4
Tier II: Levels 5 -10
Tier III: Levels 11 -16
Tier IV: Levels 17 -19
Tier V: Level 20
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New characters are created at level one. Characters of a higher tier can block lower levels characters from entering the next tier.
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When a game is scheduled a specific tier may be suggested. Characters of a lower tier can always opt-in. Players of a higher tier will be allowed on a case-by-case basis.
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Party size can be capped by the DM or game host.
- Effects from the Wish spell affect the current game session; using Wish to request permanent resistance to a damage type, to become a God, or anything not specifically called out by the description of the Wish spell itself would be world-breaking and is not requested.
- The Deck of Many Things sucks and does not exist in this world.
Sticky
World Hex Detail
A big thank you to all who participated in MapCon 2021 on Friday night. Here's a quick rundown on where we ended up. The world has been remade as a result of the near apocalypse. Any past maps of the region/ area are no longer valid. The world map is now virtually blank and waiting for us to fill it in as we explore. Adderholm is on an island that's approximately 180 miles x 120 miles (About the size of Sri Lanka). The map will be kept on a hex map on Roll20. The hexes are 60 miles across. Each hex is labeled and as we explore, a token representing the most salient feature will be placed. All players can have access to edit/ view the map on Roll20. Additionally, a log will be maintained where quick details on each hex will be tracked Roll20 Map: https://app.roll20.net/join/11682751/QZEl8w Log: World Hex Detail
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Sticky
Adventure Hooks, Threads, and Requests
2
*In an effort to make the wiki on adventure hooks that we've had for a while more accessible, I thought we'd throw it up at the top of the board on our group page. Folks should feel free to expand on these or add new ones that sound interesting. No criteria needed, if it's something that you think could be worth pursuing go ahead and post it.* Ice Stone Keep - Mages have regained their powers in the second level of the dungeon. They need to be destroyed. (DR) Red Pilgrim Cave - Devils have taken over a druidic shrine. They have desecrated the place and are working on something very dangerous. (DR) Gnomish Ruins - After Drukr's rescue, more undead have been roaming the area. A great evil has taken up residence. (DR) Cult Activity at Fort Breakwater - A water cult of some kind has taken up residence. The last party narrowly escaped from the fort. (DR) Dungeon Crawls are the Best! - The Ice Stone Keep story line was created in part to provide huge dungeon environments. Three enormous dungeons are already in place there. They are ready to be populated by whatever you care to put there. Only one of the three has been opened so far! Pirates of the Inland Sea - ??? Halls of the Everforge - The Dwarven Ranger heard tales of a long thought lost Dwarven arsenal known as the Everforge. Legend holds that it is home to a legendary cache of weapons and treasure. (CG) Cleared and Sanctified Mysterious Vampire Lord - In the party's efforts to destroy the evil Hag who had terrorized the good people of Adderholm long enough, they uncover her more powerful (and evil) associate. (EU & CG) We came. We saw. We kicked its ass. Reference to Mummy Lord in dungeon found under house (that disappeared) west of the Gnomish Ruins - May be same Mummy under the Gnomish Ruins (EU) The Researcher - Archmage with intense necromantic leanings who seems to be utilizing gnomish and otherworldly tools to create golems, constructs, and bring back the dead. (EU) A comet has been spotted moving across the heavens. That has to be a bad omen. (CG) Wizard under apothecary chased away PCs. Wizard was doing business with Arlbrew but there does not seem to be much of a connection besides trading needs. PCs were unable to stop the Wizard. (eu) The Field of Choices (pronounced like Chaos) and Chaos. Dungeon appeared in field, 1 of three dungeons cleared. Cleared dungeon was cave of purple worms. Last two dungeons need to be cleared to close the dungeons forever. (eu) The cult of the leviathan appears to be growing more bold by the day. (cg) What is the cult behind the gnoll assault on Bellingham and what do they want?
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Saturday 5/10 In-person Game Open Tier
7
#GameNight
Saturday, May 10. I've got something a little different planned, so Players will be encouraged to bring the character of their choice regardless of Tier. Curious to see who is interested. Start time and location TBD. Also, I'm keeping the game kind of combat light, so I think we can go with a bigger group if folks are interested. Tom Dan I. Paul Jarron
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Apr. 26 game night?
Hi all, Is there interest in a Saturday night game? My preference is to run online vs. in person right now, but I could be convinced to change. Most likely high tier 1 - low tier 2 again. Thanks, Paul
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Saturday game night? Apr. 12 7pm on-line
9
Hi SSP, Any takers for an online game this Saturday night? It would be a fairly short session as I need to wrap up by 10 pm.
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Flight of the Kobalds
6
We, the group of brave adventurers whiling away the hours regaling others with stories of our past conquests at the Crossed Halberds, were approached by an acquaintance of one of us looking for some help; obviously seeing in our group the talent needed to get the job done right. The task was to investigate some increased kobald activity some days journey away to the north. The activity centered around a deep and dismal swamp. After trekking for a period of about ten days, the group finally espied a group (gaggle, flock, ???) of flying kobalds out on patrol. It was quickly decided to remain incognito and follow the patrol to where it was going. The final leg of our trip went quick and we soon found ourselves in front of a stone arch embedded into a hillock in the swamp. The arch was guarded by four kobalds who, after some exchange of pleasantries (?), quickly let the patrol through the arch. Our gnome sorcerer was brave enough to recommend parlaying with the guards to see what was up. The group quickly agreed that Grimblebok Griddlemaster and the three martials, angry dwarf, Frenchie and Bast, would do the honors of parlaying the kobalds while Zork and Zotz bravely stayed back to defend their supply chain. After what seemed to be an unusually short time parlaying, two of the kobalds led the group of brave adventurers into the hillock. A short time after that, the remaining kobald guards turned around and quickly entered the archway. The fight was on. Zork and Zotz bravely moved in and, when stationed at the entrance of the archway, saw that the martials (and Grimwald Gobblegek) were messing with a multitude of kobalds deep inside the hillock. The martials fought and, in a short time, mowed down the remaining kobalds. While Zotz was digging in defenses to afford us a well earned rest, a clay pot was unearthed that promptly exploded. Trickery, thy name is kobald! As we rested, a group of kobalds trudged by hauling out a wagon load of dirt and found that they were creating a lair for their Black Dragon mistress. Horrors indeed. We quickly reassembled and went on exploring the caverns. We encountered two more mixed groups of kobalds, some flying, some fighters and some weird alchemical types with more exploding pots, acid daggers and unforgivingly poisonous farts. We manged to subdue (i.e. massacre) the lot of them. Gramblemok Gouchaching did go down in the final fight along with Wilbur our cleric but were quickly healed and brought back to the fray. With the kobald lair cleaned out, our weary adventurers returned home covered with glory and riches. (a page from the "Adventuring Journal of Zotz")
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Game night - Mar. 29, 6 pm
14
Hi all, It's been a minute since SSP Con, so we're going to get back in gaming shape this weekend. Low level game will be on this Saturday night at Dan Iwerk's house in Eagan, 6 pm start time. I've got: 1- Dan I. 2- Trev. 3- Chris 4- Tom 5- Brian Sm. 6- Jarron I'll call that a team, please let me know your character, class, and level please.
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Penny's Hat
A tabaxi called Penny who wanted back his stolen hat. It was his very favorite hat, not too small and not too fat But none the less it doth was snatched. Off we went in a boat to sea, to see what we could see. Ere before long, we came upon a fray "Let's take a look" we all say. It soon became clear, that as we fear, another ship was under attack. Oh dear! Creatures most scaly and ugly to boot were sacking the crew and taking their loot We bravely waded in and took on the critters and soon we sent them all to their shitters. Alas, a moment most dread when the crew turned on us instead! Another battle was fought and their luck turned up oughts. With the true crew safe and hale we proceeded with our journey under sail With stealth we approached an isle that was rank with deceit and guile What did we find! Another cat in a hat! And that, as they say, was that. A tale was told of a desire unfold that lead to the snatch of the hat. A deal was reached and before it was breached we were off with the hat back to the cat. We were pointed toward the direction of the harbor where the thief was last seen. A boat was sec
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Photo Chonklin.png uploaded
#photo-notice
The following photos have been uploaded to the Familiars - Spirt Weapons - Beast Forms photo album of the SagaOfTheSentinelPeaks@groups.io group. Chonklin.png By: Tom Dennstedt <tominthelab@...>
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SSP Con 2025 March 7 & 8
15
SSP Con 2025 is on! Con Link is Now Live Here: SSP Con 2025 Sign Up We're looking at starting the night of Friday, March 7 and then continuing on for a full day on Saturday, March 8. I should be able to host. I'm thinking we can schedule both D&D and board games. I'll set up a sign-up sheet for DM's and players to start blocking out times soon. Please reply with your interest.
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Saturday 2/1 Game Tier 3
8
#GameNight
Anyone up for a tier 3 game on Saturday, Feb 1? 6:00 PM at my house. Let me know if you're in. 1. Paul 2. Tom 3. Trevor 4. Jarron 5. 6.
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Gamesboro 2025!
Hey Sentinel Peaks players! I'm just going to put this on the board for everyone to check out. Erik and I will be running games the weekend of Feb. 21 - 23 in the scenic village of Lanesboro, MN. It's a unique gaming weekend, with trivia starting Friday night, games all day Saturday followed by a catered meal and locally brewed beer. Sunday morning is coffee and casual gaming. The $50 cost is pretty minimal for a convention and I could probably find places to sleep if anyone is interested. (My brother lives outside of town and my parents are in a neighboring town.) Badge sales are open now, with ticket selection beginning this weekend: https://tabletop.events/conventions/gamesboro-2025 The con's web page has more details about what to expect: https://www.gamesboro.fun/ Come join us!
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The Crypt of the Spolied Tiger 1/3/2025
2
#Recap
1/3/2025 Recap DM: Erik Players: Bonnchance, Angus, Kitty Pryde, Zeddiccus, Leo, Ragnick XP: 4,000 Merchant Amish-Purron summons us to Everblessed. He has a mission that is critical. Iit must be kept secret and so completed by a team with no ties to the city. He reveals that we are to transport a relic into the desert looking for a hidden structure known as the Crypt of the Spoiled Tiger. He reveals a map that Angus must memorize with only a few moments of study. The journey will takes us through an oasis along the way where we’ll be able to re-supply. We are also provided with a prayer that we commit to memory as a password when we reach the crypt to gain access and/or identify us as allies with a mysterious guardian. As the briefing wraps and Amsh-Purron hands us the relic, we are ambushed by the merchant's own inner circle and guards. The Betrayal shocks the merchant but our team springs into action to repel their attack. Due to our skill and a little luck we are able to mostly resist their suggestion spells. We retain possession of the relic and capture some of the assailants. Interrogating them reveals that they are deep cover agents of a Yuan Ti sect who are looking to seize the relics for themselves and retake Everblessed. Seeing no purpose in waiting around, we decide to head out to the Whispering Dunes immediately. The conditions in the barren landscape make the journey difficult, but we reach the oasis with only minor trouble. While resting and restocking our supplies to finish our journey we are attacked by several Galeb Duhr, sentient rock creatures. Thanks to our superior tactics and again, a little luck we were able to drive some of them off while killing the others. Completing our rest we head out on the final leg of our journey. Having been told that we were to utter the prayer for the crypt to emerge from the desert, we're surprised to see the crypt above grade. We also see signs of a struggle. Expecting the worst, we enter the crypt. Descending a long narrow passage into the darkness we emerge in a large chamber with enemies everywhere. We spot who we believe to be the guardian, unconscious on the far side. We spring into action and engage the Yuan Ti who immediately prove to be formidable opponents. Several of our party are incapacitated either through spells or brute force attacks. Angus is able to reach the guardian, a Rakshasa. Rising her from her slumber she proves a powerful ally and with her help, we carry the day. Returning to the Amish-Purron we receive our reward, but the questions of who was are foe and what will they do next troubles us.
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Helping out a Wizard in need, and the true plague which are the Kobolds.
2
#Recap
In the style of Myth Adventures: Tales of Kobolds, Komets, and Klutzes Late afternoon in a forest teetering between scenic and sinister, our fearless foursome—Grundy, Largo, Orchid, and Krumal—were summoned by Filandra, a wizard who specialized in celestial phenomena and architectural excess. Her tower-observatory loomed ahead, promising either wisdom or certain death. (Spoiler: It leaned heavily toward the latter.) The heroes arrived to find a gaggle of kobolds, whose attempts at diplomacy were about as convincing as Grundy trying to moonlight as a bard. The kobolds claimed Filandra was elsewhere, but their shifty eyes and terrible poker faces screamed, "WE ARE LYING!" Largo’s investigation turned into a scimitar showcase, Krumal roared his way into an intimidation attempt, and Orchid (master of theatrical firebolts) added a few extra scorch marks to the shutters. Meanwhile, Grundy—bless him—took a critical hit to his ego and his stomach. Despite their best efforts, the kobolds’ morale broke faster than a kobold under an unbalanced bookshelf. The survivors fled, but not before Largo knocked one out cold and tied him up while whistling a jaunty tune. The building now secure (except for the parts still on fire), the team ventured inside. Inside the Observatory: Wizards, Traps, and Kobold Complaints The interior was textbook “clever villain lair”—a few tables, a cupboard, and several ominous doors. Grundy played firefighter with his bedroll while Largo revived their prisoner, a kobold named Exthander. Under duress (read: Krumal’s glare), Exthander spilled the beans about Ortheo, the emo wizard’s apprentice wannabe who’d gone full bad-guy mode. Filandra, tied up and thoroughly annoyed, confirmed this, adding that Ortheo’s obsession with Dragon’s Tail—a comet of apocalyptic renown—was the root of her current problems. She handed out healing potions like candy at a halfling festival and mentioned kobolds hiding in the library. Largo’s trap disarming streak came to an abrupt halt with a poison dart to the face, but the team pressed on. The Library Inferno: Kobolds vs. Team Disaster Rows of bookshelves, a telescope, and burning braziers made the library both picturesque and deadly. Kobolds emerged from the shadows like disgruntled librarians enforcing overdue fines. A thrown brazier set the wall ablaze, and chaos ensued. Grundy tanked hits, Largo darted and slashed, and Orchid’s eldritch blasts made artistic contributions to the firefight. Krumal’s rage cleaved kobolds like a barbarian auditioning for “Extreme Makeover: Dungeon Edition.” After an epic battle punctuated by more fire, the team extinguished the flames and discovered stolen books detailing Dragon’s Tail’s ominous connection to draconic apocalypses. Filandra, still exasperated but grateful, tasked the group with capturing Ortheo. Caverns of Chaos: Kobolds, Baby Dinos, and Rage Tracking Ortheo led the team to a cave swarming with traps, kobolds, and tiny dinosaur-like creatures whose yipping belied their lethal intent. Grundy and Krumal charged in, halberd and battle axe swinging, roars echoing through the caverns. Largo slipped into stealth mode, taking the occasional bite for his efforts, while Orchid lit up the battlefield (but not the enemies) with ill-aimed firebolts. Grundy, true to form, was the king of missed opportunities, managing to whiff several swings that might have turned the tide earlier. Eventually, rage, cleaves, and sheer stubbornness won the day. The Final Showdown: Ortheo’s Monologue of Doom At the cave’s end, Ortheo awaited—a young, pimply villain with dreams of grandeur and a kobold bodyguard who clearly skipped "Villain Henchman Training." As they approached, Ortheo launched into a tirade: "Fools! You think you can stop the coming apocalypse? The Dragon Queen will rise, heralded by the flames of Dragon’s Tail! You are but ants in the path of destiny!" Krumal’s roar and charge interrupted the villain’s speech, though the kobold bodyguard deftly deflected his battle axe. Orchid, never one to miss an opportunity for sarcasm, muttered, "I think de
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Friday 12/13 Game
4
#GameNight
I'm hosting an in-person Tier I game. Friday, December 13 at 7:00 PM. 1768 Portland Ave in St. Paul Let me know if you're interested. We have a new player trying it out, so I'm keeping the group size a little smaller. Erik Neil Kip Marc
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Odd Service for Mad Jack (12/6/24)
4
#Recap
(in the style of Dragonlance) In the humble shadows of Adderholm, six unlikely companions—Zotz the clever Halfling wizard, Deacon Leo the resolute cleric, Ragnik Boulderbeard the mighty dwarf barbarian, Grundy Leadenheart the steadfast orc paladin, Zeddicus Moriarty the swift human monk, and Largo Hedgehooper the cunning halfling rogue—accepted a peculiar task from Mad Jack, a notorious artificer. Their mission was as bizarre as the man himself: escort "Number 7," a mechanical mule with baffling controls, to the distant Nokomis Tower without allowing harm to come to it. The reward was tempting—1,000 gold pieces—but the path ahead was fraught with peril. The party's journey began with youthful chaos. A mob of mischievous children pelted the adventurers with ink bombs, their laughter mocking the mighty warriors as they bore the humiliation of vibrant stains. Pressing on, the party marched into the wilds, their path growing treacherous under the cover of night. Strange, leathery wings whispered in the darkness, a portent of danger. The first ambush struck like a bolt from the gods. Brigands leapt from the trees, traps sprung, and pits yawned in the earth. A bear, wild and enraged, was unleashed to join the fray. The air became a whirlwind of steel and sorcery. Guiding bolts illuminated the night as Largo’s arrows found their marks. Ragnik, bolstered by a potion of growth, towered over his foes, his warhammer striking like thunder. Zeddicus leapt tree to tree, fists and daggers delivering swift justice, while Zotz's necrotic tolls of the dead claimed lives with spectral fury. Though battered, the heroes prevailed, learning of a villain named Adams, who sought to destroy the strange construct they protected. The road climbed into rugged hills, where the stench of decay mingled with the tension of looming battle. Adams awaited, flanked by marauders and deadly ballistae. His champion, a ferocious owlbear named Ben, bellowed its challenge. Exhausted yet undaunted, the party charged into the fray. Arrows rained upon them, traps shattered the landscape, and a great boulder careened through the chaos, nearly shattering the mission. Zeddicus confronted the owlbear with fearless determination, delivering a low blow that left it reeling. But it was Deacon Leo’s divine spell that melted the beast’s flesh, leaving naught but bone. Spurred by this victory, Grundy, though plagued by clumsy strikes, charged at Adams. The tide turned as Ragnik raged against archers atop the cliffs and Zotz’s magic reshaped the earth, sending enemies tumbling into watery graves where a lurking alligator devoured them. The final blow came from Zeddicus, whose dagger struck true, silencing Adams with a gruesome crack. The rogue Largo, in a final act of precision, felled the last archer threatening the mechanical mule. Victory was theirs, though they bore the scars of battle. At last, the weary adventurers arrived at Nokomis Tower. The wizard Nokomis emerged, his calm demeanor betraying none of the chaos the party endured. Number 7 halted and, to the party’s astonishment, opened its mechanical back to reveal loaves of bread and bottles of whiskey. The mission, it seemed, had been to protect a food delivery all along. Yet the reward was sweet—scrolls, potions, and the satisfaction of a promise fulfilled. Together, the party stood victorious, the echoes of their deeds sure to inspire tales for generations to come.
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Tier 1 Game (12/6/24 @ 6:30pm) UPDATED GAME FULL
Mad Jack - Master Artificer- is known for having a variety of 'odd jobs' available to local adventuring parties. He has a reputation for paying well. However, all of his jobs include strange instructions or requirements. If you succeed, you'll be handsomely rewarded. If you fail, well . . . better luck next time. Mad Jack needs an escort. Sounds simple enough, right? Friday, December 6 at 6:30pm Zoom: Join Zoom Meeting https://us02web.zoom.us/j/87956738328?pwd=vefdcsbkcma61uezGKsk2P3y6VgrbF.1 Meeting ID: 879 5673 8328 Passcode: 096843 Roll20: https://app.roll20.net/join/10045536/RAoIMg https://app.roll20.net/campaigns/details/10045536/the-proving-grounds https://app.roll20.net/editor/setcampaign/10045536?desiredrole=player Add your tokens to Photos and I'll find them. Party 1. Zotz - LV2 - Halfling Wizard 2. Deacon Leo - LV3 - Cleric 3. Ragnik Boulderbeard - LV4 - Dwarven World Tree Barbarian 4. Grundy Leadenheart - LV1 - Orc Paladin 5. Zeddicus Moriarty - LV1 - Human Monk 6. Largo Hedgehooper - LVL2 Halfling Rogue
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Tier 1 Game (12/6/24 @ 6:30pm)
8
Mad Jack - Master Artificer- is known for having a variety of 'odd jobs' available to local adventuring parties. He has a reputation for paying well. However, all of his jobs include strange instructions or requirements. If you succeed, you'll be handsomely rewarded. If you fail, well . . . better luck next time. Mad Jack needs an escort. Sounds simple enough, right? Friday, December 6 at 6:30pm Zoom: https://us02web.zoom.us/j/86351680411?pwd=QQCbTvc0X3RMz8ey03Hefppa1QnjDJ.1 Meeting ID: 863 5168 0411 Passcode: 595446 Roll20: https://app.roll20.net/join/10045536/RAoIMg https://app.roll20.net/campaigns/details/10045536/the-proving-grounds https://app.roll20.net/editor/setcampaign/10045536?desiredrole=player Party 1. TBD 2. TBD 3. TBD 4. TBD 5. TBD 6. TBD Note: I need a minimum of 4 characters to run this adventure.
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Tier 1 Game (12/6/24 @ 6:30pm) UPDATED
3
Mad Jack - Master Artificer- is known for having a variety of 'odd jobs' available to local adventuring parties. He has a reputation for paying well. However, all of his jobs include strange instructions or requirements. If you succeed, you'll be handsomely rewarded. If you fail, well . . . better luck next time. Mad Jack needs an escort. Sounds simple enough, right? Friday, December 6 at 6:30pm Zoom: Join Zoom Meeting https://us02web.zoom.us/j/87956738328?pwd=vefdcsbkcma61uezGKsk2P3y6VgrbF.1 Meeting ID: 879 5673 8328 Passcode: 096843 Roll20: https://app.roll20.net/join/10045536/RAoIMg https://app.roll20.net/campaigns/details/10045536/the-proving-grounds https://app.roll20.net/editor/setcampaign/10045536?desiredrole=player Add your tokens to Photos and I'll find them. Party 1. Zotz - LV2 - Halfling Wizard 2. Deacon Leo - LV3 - Cleric 3. Ragnik Boulderbeard - LV4 - Dwarven World Tree Barbarian 4. Grundy Leadenheart - LV1 - Orc Paladin NEED TOKEN 5. Brian the Undetermined - LV1 TBD Destroyer of Worlds NEED TOKEN 6. TBD
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Tier 1 Game Thanksgiving Weekend (11/30 @ 6:30pm)
10
Mad Jack - Master Artificer- is known for having a variety of 'odd jobs' available to local adventuring parties. He has a reputation for paying well. However, all of his jobs include strange instructions or requirements. If you succeed, you'll be handsomely rewarded. If you fail, well . . . better luck next time. Mad Jack needs an escort. Sounds simple enough, right? Saturday, November 30 at 6:30pm Zoom: https://us02web.zoom.us/j/86351680411?pwd=QQCbTvc0X3RMz8ey03Hefppa1QnjDJ.1 Roll20: https://app.roll20.net/campaigns/details/10045536/the-proving-grounds Party 1. Ragnik Boulderbeard; Level 3 Barbarian (Dan) 2. Leo the Deacon, Level 2 Cleric (Paul) 3. Zotz, Level 1 Wizard (Tom) - Starts with Heroic Inspiration! 4. Bonchance LaFleur, Level 3 Paladin (Chris) 5. Open 6. Open All tokens are ready to roll!
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