Login: Throg
Discord ID: Throg
DM Name: DM Vengence
Timezone: Central US Time
Availability: EST: Evenings & All Day on Weekends. Though I can do weekday afternoons sometime.
Preferred number of Players: Moderate to large. I have run quests for up to 10 people, which is my limit, as it can be easy to miss player interactions with that many. 5-8 is my comfort zone. I can do minor events for less players depending on stakes and such as a case-by-case basis.
Preferred Length of Quest: 3-4 hours per session. I like to run connected plot, so expect several parts unless an ADHOK type event.
Thematic Styles and Specialties: Hunt type events. Evil/Underdark. Vampires. High/Epic-level challenges. Bizarre Events. Prophecies, riddles, mysteries. Personal Quests. Silly/Goofy Events. Classic Fantasy.
Wishes to Avoid:
Nature plots. Political plots. Celestial centered plots. World Altering Plots
Miscellaneous Notes:
I am not a Forgotten Realms lore guy; in fact, I only have a basic knowledge of the lore and often must ask others on that aspect. What I run tends to avoid lore when possible or be very basic and limited with discussing it.
I will answer any questions I can at any time if I can, when on as a DM, in Discord or Player. So, feel free to ask me anytime and if I can help I will or point you in the right direction. I am pretty good at multitasking, but if I am in the middle of combat... I may not respond until after that is done. 😊
Event/Quest Rules:
Touchon. Diceprivate. Quest Chat. Warn me before you roll anything.
Swapping Items for Roll: Amulets, Rings or putting on a Helm/Hood do not need to be approved, you can do it as you wish, just throw a little message that you did. Anything else require approval first. No Random Stripping!!!!
No need to hold at every transition for me, unless there is a "Hold Here" Flag. If you see one, hold there and wait for the description before doing anything.
PnP Spells are fine, just ask me about it first before just saying you use it.
Summons: Please don't summon anything except a Mord Sword in combat. If your character is a summoner, let me know a head of time so we can talk about it and come up with something that will not ruin your build or break the combat that was set up.
Storyline Death: Adhoks no. Events: Yes. Mechanical death will only unless the whole group dies.
Traps and Lock: If I don't tell you that it is mechanical, assume it is not. On the occasion where the trap is deadly and could kill you if you get hit by it and you have an immunity, I don't know about that would protect you. Let me know and I will adjust as needed. Like if it is a fire trap and you are immune to fire, you'll be fine. I am very forgiving and will accommodate where I can, but when I make my decision, it is what it is. For example: you miss a reflex roll of a trap and have improved evasion so you would only take half damage from the falling rocks. Sure, great... half of 9,999.00 is 4,999.50. You dodged half of the falling rocks, but you are still dead!
Perma-death: Usually not on the table unless you either request it or your character does something incredibly stupid like hugging a sphere of destruction or a 10th level halfling bard calling a 2-Ton Ancient Red Dragon a rat with wings.
Rolling a 1 or 20: 20s will always be a success with me and I will try to come up with a crazy explanation why a character that shouldn't be able to do what they just di, somehow managed it. A roll of a 1, however, is different as I think a 5% of failing is too much, but there should always be a chance of failing or else why bother playing if you have no chance of failing. So, I tested out a way to do it that was well received so I will go with that. So, if you roll a 1, you then "confirm" the critical failure by rolling another time like you would confirm a critical hit. If you roll a 1-3 a second time, it is a critical failure. If not, you do not critically fail and succeed, to which I will tray and narrate a fun way as to how your character pulled success out of sure defeat!
Rolling with Advantage/Disadvantage: I will do this on rare occasion if it is warranted. If you make a lie and roll bluff: a- "I'm not going home" straight bluff roll. B- "We wanted to borrow that reindeer so we can use it to beat your hated rival and will not only return it after, but if we win you will get the prize as well. I only want the prestige of winning the race." Such a well concocted lie that also speaks to the marks wants... you roll twice and take the better of the two rolls. You try and intimidate the guard into ignoring you standing on the corner: straight intimidate roll. You try and intimidate the guard into letting you into the queen's palace in front of their captain: roll twice and take the worse roll!
Automatic Failures: You try to intimidate a paladin to step aside and let you kill that crying baby. Not happening even with a 20! The paladin is going to stab you!
Reoccurring NPCs: Jake "The Flim Flam Man"
Discord ID: Throg
DM Name: DM Vengence
Timezone: Central US Time
Availability: EST: Evenings & All Day on Weekends. Though I can do weekday afternoons sometime.
Preferred number of Players: Moderate to large. I have run quests for up to 10 people, which is my limit, as it can be easy to miss player interactions with that many. 5-8 is my comfort zone. I can do minor events for less players depending on stakes and such as a case-by-case basis.
Preferred Length of Quest: 3-4 hours per session. I like to run connected plot, so expect several parts unless an ADHOK type event.
Thematic Styles and Specialties: Hunt type events. Evil/Underdark. Vampires. High/Epic-level challenges. Bizarre Events. Prophecies, riddles, mysteries. Personal Quests. Silly/Goofy Events. Classic Fantasy.
Wishes to Avoid:
Nature plots. Political plots. Celestial centered plots. World Altering Plots
Miscellaneous Notes:
I am not a Forgotten Realms lore guy; in fact, I only have a basic knowledge of the lore and often must ask others on that aspect. What I run tends to avoid lore when possible or be very basic and limited with discussing it.
I will answer any questions I can at any time if I can, when on as a DM, in Discord or Player. So, feel free to ask me anytime and if I can help I will or point you in the right direction. I am pretty good at multitasking, but if I am in the middle of combat... I may not respond until after that is done. 😊
Event/Quest Rules:
Touchon. Diceprivate. Quest Chat. Warn me before you roll anything.
Swapping Items for Roll: Amulets, Rings or putting on a Helm/Hood do not need to be approved, you can do it as you wish, just throw a little message that you did. Anything else require approval first. No Random Stripping!!!!
No need to hold at every transition for me, unless there is a "Hold Here" Flag. If you see one, hold there and wait for the description before doing anything.
PnP Spells are fine, just ask me about it first before just saying you use it.
Summons: Please don't summon anything except a Mord Sword in combat. If your character is a summoner, let me know a head of time so we can talk about it and come up with something that will not ruin your build or break the combat that was set up.
Storyline Death: Adhoks no. Events: Yes. Mechanical death will only unless the whole group dies.
Traps and Lock: If I don't tell you that it is mechanical, assume it is not. On the occasion where the trap is deadly and could kill you if you get hit by it and you have an immunity, I don't know about that would protect you. Let me know and I will adjust as needed. Like if it is a fire trap and you are immune to fire, you'll be fine. I am very forgiving and will accommodate where I can, but when I make my decision, it is what it is. For example: you miss a reflex roll of a trap and have improved evasion so you would only take half damage from the falling rocks. Sure, great... half of 9,999.00 is 4,999.50. You dodged half of the falling rocks, but you are still dead!
Perma-death: Usually not on the table unless you either request it or your character does something incredibly stupid like hugging a sphere of destruction or a 10th level halfling bard calling a 2-Ton Ancient Red Dragon a rat with wings.
Rolling a 1 or 20: 20s will always be a success with me and I will try to come up with a crazy explanation why a character that shouldn't be able to do what they just di, somehow managed it. A roll of a 1, however, is different as I think a 5% of failing is too much, but there should always be a chance of failing or else why bother playing if you have no chance of failing. So, I tested out a way to do it that was well received so I will go with that. So, if you roll a 1, you then "confirm" the critical failure by rolling another time like you would confirm a critical hit. If you roll a 1-3 a second time, it is a critical failure. If not, you do not critically fail and succeed, to which I will tray and narrate a fun way as to how your character pulled success out of sure defeat!
Rolling with Advantage/Disadvantage: I will do this on rare occasion if it is warranted. If you make a lie and roll bluff: a- "I'm not going home" straight bluff roll. B- "We wanted to borrow that reindeer so we can use it to beat your hated rival and will not only return it after, but if we win you will get the prize as well. I only want the prestige of winning the race." Such a well concocted lie that also speaks to the marks wants... you roll twice and take the better of the two rolls. You try and intimidate the guard into ignoring you standing on the corner: straight intimidate roll. You try and intimidate the guard into letting you into the queen's palace in front of their captain: roll twice and take the worse roll!
Automatic Failures: You try to intimidate a paladin to step aside and let you kill that crying baby. Not happening even with a 20! The paladin is going to stab you!
Reoccurring NPCs: Jake "The Flim Flam Man"