LenZuen
October 7th, 2021, 22:35
Hail, everyone!
I've been a DM for a very long time, but only recently migrated to online RPGs due to the pandemic and some other time constraints. I started DMing to a group of friends on Roll20, and they were kind enough to pitch in and buy me an Ultimate License for FGU, so the least I could do was learn how to use the damned platform. As a result, I started creating a homebrew module based on the 2nd campaign of Critical Role, as I'd been watching their streams, and the whole point was for me to learn the toolset, not to actually play the campaign. But, I got carried away and excited with the results, and I believe the module came out pretty good in the end. It's not necessarily similar to an official published adventure, but it's got a nice vibe, and you can expect to be surprised as long as you haven't watched any of the Critical Role episodes.
Anyway, the time has come to test out the module. The idea is for it to serve as an introduction for new players to the world of D&D, which can be daunting, and discourage many people from even taking the plunge due to the beautiful complexity of the system. The module comes with 5 pre-generated characters that have their own builds detailed in the Notes section, so that new players don't need to worry so much about making choices between so many options they don't understand, and can then focus on learning the basics of the game and how to use their characters, who have all been pre-configured to be easy to use in game. Furthermore, I'm a teacher by trade, so I have the required patience to walk new players through the process of both learning the game and learning to use fantasy grounds.
Anyway on to the game details:
- Module & Setting: The Heroes of Alfield (homebrew), set in Wildemount, based on the 2nd campaign of Critical Role.
- Number of players: 5 players (who ideally haven't watched Critical Role, so they can experience the story to the fullest)
- Platform: FGU Ultimate License (you can use a Demo version).
- Method of Communication: Voice through Discord
- Duration: Levels 1-4, possibly 4-6 sessions, including Session 0.
- Schedule: Tuesdays from 7 to 10pm UTC-3 time.
- System and Source Books: D&D 5th Edition, PHB, DMG, MM. No expansions (I don't have them).
- Style of play: This adventure has a little bit of everything: Combat, Exploration, Investigation, Social Encounters, Negotiations, and I've even set up a little Epilogue :P
- Session 0: Ideally in 2 weeks, or as soon as we can get a group together.
Anyone is welcome to join and bring along friends who are interested in trying out D&D for the first time. Right now all 5 spots are available. As the game fills up, I'll post updates here.
All adventurers interested in joining, please PM me.
Hope to see you all soon! Cheers!
I've been a DM for a very long time, but only recently migrated to online RPGs due to the pandemic and some other time constraints. I started DMing to a group of friends on Roll20, and they were kind enough to pitch in and buy me an Ultimate License for FGU, so the least I could do was learn how to use the damned platform. As a result, I started creating a homebrew module based on the 2nd campaign of Critical Role, as I'd been watching their streams, and the whole point was for me to learn the toolset, not to actually play the campaign. But, I got carried away and excited with the results, and I believe the module came out pretty good in the end. It's not necessarily similar to an official published adventure, but it's got a nice vibe, and you can expect to be surprised as long as you haven't watched any of the Critical Role episodes.
Anyway, the time has come to test out the module. The idea is for it to serve as an introduction for new players to the world of D&D, which can be daunting, and discourage many people from even taking the plunge due to the beautiful complexity of the system. The module comes with 5 pre-generated characters that have their own builds detailed in the Notes section, so that new players don't need to worry so much about making choices between so many options they don't understand, and can then focus on learning the basics of the game and how to use their characters, who have all been pre-configured to be easy to use in game. Furthermore, I'm a teacher by trade, so I have the required patience to walk new players through the process of both learning the game and learning to use fantasy grounds.
Anyway on to the game details:
- Module & Setting: The Heroes of Alfield (homebrew), set in Wildemount, based on the 2nd campaign of Critical Role.
- Number of players: 5 players (who ideally haven't watched Critical Role, so they can experience the story to the fullest)
- Platform: FGU Ultimate License (you can use a Demo version).
- Method of Communication: Voice through Discord
- Duration: Levels 1-4, possibly 4-6 sessions, including Session 0.
- Schedule: Tuesdays from 7 to 10pm UTC-3 time.
- System and Source Books: D&D 5th Edition, PHB, DMG, MM. No expansions (I don't have them).
- Style of play: This adventure has a little bit of everything: Combat, Exploration, Investigation, Social Encounters, Negotiations, and I've even set up a little Epilogue :P
- Session 0: Ideally in 2 weeks, or as soon as we can get a group together.
Anyone is welcome to join and bring along friends who are interested in trying out D&D for the first time. Right now all 5 spots are available. As the game fills up, I'll post updates here.
All adventurers interested in joining, please PM me.
Hope to see you all soon! Cheers!