I have played console games here and there throughout my childhood, and I had bought a D&D game at a garage sale when I was a child for our PC which of course as most people might remember about the 1980s... was absolutely horrible! My mother was not pleased at all that I installed "that satanic game" on her computer. No religious family in their right mind would allow their kids to play such a game with multiple deities and demons, and so on... That was the end of D&D for me! Well, until college when Gary Gygax came into one of my classes and was introduced as "the creator" of Dungeons & Dragons. Of course that was all lost on me since I was never allowed to play, and had never gotten into it.
Many many years ago in what almost seems to be another galaxy... I was touring the United States with the RBBB Circus. While doing that, I had very few expenses, and ended up buying a gaming computer (Dell XPS Laptop Gen2). An acquaintance at the time told me I needed to get into computer games if I was going to have a gaming computer. So I got into some high-fantasy based computer games. At some point in my four-year stint on tour, this person had asked if I had ever played Dungeons & Dragons? And I mentioned to him the story of my childhood, and he explained, that it was in fact a game that would be played mostly theatre of the mind on a table with books... Well, I was willing to give it a shot! So I entered my initial foray into the TTRPG D&D 3.5e. It was complex, it was fun... and, unfortunately it did not last very long. The stigma from the 1980s apparently followed into the 2000s because two of our player's had a mother that was VERY upset when she found out that we were playing this game in our spare time. As a religious family, it was not allowed. I had gained quite a few books into that foray that i of course kept when I eventually ran away from the circus. The plan was to join an in-person game when I got home, howver my schedule at home was very sporadic, so I never did find a group.
Fast forward to I believe it was 2016 or 2017, and a friend in WoW who was not playing as much as he used to, was trying to get a few of us involved in a D&D 5e Adventure that he was putting together. Essentially it was a pre-built adventure that he was already running for another group, but they met about once per month on a Saturday, and he was hoping for us to meet every week, which meant we would quickly bypass the other group. You can read about that game below in Pact of the Lich. Eventually he invited me to play in another game that he had recently started with some friends and family of his, which of course I could not say no to, as I was sincerely hooked. You can read more about that game in Tales of the Old Margreve. Sometime during the Margreve campaign he had started running a Homebrew campaign (this is a new concept to me) for another group. A world of his own design! However, it was not played as often as he was hoping. He had also asked around this time if some of us players would be willing (here and there) to run a "one-shot" game so that he could have a break from DMing, and instead be a player once every couple of months and get to play with each of us instead of against us. So most of us accepted and did that. At the end of my one-shot, he asked me if I would be interested in running (as a DM) a campaign that he specifically wanted to play in. I politely declined due to the amount of work I had going on at the time, plus I was as nervous as I could be.
In September or October of 2022 I found out about a marathon game that was going to be streamed on Twitch for charity. They were trying to break a couple of records. I decided I would like to be a part of that, so I signed up to be a player in the Marathon of the Mad Mage. Meanwhile, our Margreve and Pact DM kept hinting at the idea of me DMing a campaign, and I kept turning him down until such a time came that I found myself with a lot more free time on my hands. I finally reached out and told him I would give it a shot, but I could not promise anything!! It very well could turn out horribly!
He said that would be fine, give it a shot... and 4 years later we are trying to get through the last chapter of Rime of the Frostmaiden. This campaign has unfortunately taken some really crazy turns that none of us saw coming. Generally speaking we do try to meet on a weekly basis, and the videos will be available on the YouTube channel if you wish to view the archives. Tragically, we had a major party change in 2024 due to one of the player's dying due to real world health complications. This player is the sole reason that I am DMing today. While there are many people that have told me "good job" along the way, or have helped me in one way or another... it was his constant push, his constant nagging that eventually broke me out of my shell and allowed me to pursue this path. I owe him more than he may have ever known. We took a 6-month hiatus on the game after his death in hopes that his father (another player) would come back to the game. Eventually however, we had to continue on with the story because he would have wanted that!
At the end of 2024 some life altering events transpired in my work life. I saw things that were "going to happen" but the people around me swore to me would not happen. In 2025 after my company was acquired by another, my "new boss" per se, happened to be a fan of D&D and invited me to play in a group with others in the company (and some who were not with the company). New friends were made, and I joined what was told to me was a "PvP D&D night" twice a month... That was a totally new spin for me, so I figured, sure, let's give it a try! I am typically up for new things (depending on what they are). The PvP nights were apparently and introduction into The Crooked Moon campaign which was being run by one of the members of the group. It was to be run once per month. Alternating weeks would feature other people running them. We still had a PvP night, however that turned into another campaign (homebrew I believe) called Gladiator's Greatness. And finally one of the other nights that I was not a part of had an opening for a healer, so I joined ###PLACEHOLDER###. One of the members in this group had asked if I would be willing to run a campaign, and again due to work, as well as my current campaign WoW, and the other D&D campaigns I played in, there would not likely be time for that. Nonetheless, while it took some time, in early 2026 those matters that I believed would come to pass, finally unfolded the way that I figured they would unfold. And so, we just recently started with our first session of Vecna: Eve of Ruin on May 26th, 2026 with me as the DM of my second concurrent game.
While training under Elaria Feywing, the headmistress of the Master's House, a school for adventurers, some shady events start to occur. An evil, believed vanquished centuries ago, seems as if it may be returning. Can the party put together the clues, retrieve the relics, and prevent the entire region, if not the entire world, from becoming an undead horde?
This was my first major foray into D&D 5e. A friend from WoW had invited a few of us (from two sister guilds in WoW) to play in this game. He was currently playing in a game on Mondays, and DM'ing one other game, and wanted to start this with us. He already had an account set up on Roll20 so we would need to all get accounts (free of course) on the same platform so that we could see the VTT (Virtual Table Top). This was a mid-sized adventure, meant to get us from first level through around 10th or 11th level I believe. White (actually Jeff, but known for his character Whiteheart from WoW) had not planned for us to have taken to the game so well I believe. This ended up becoming a homebrew campaign after the initial "Adventure" dubbed The Master's House was done with.
The introduction to the game is the first paragraph. Essentially the story goes that Elaria was part of an adventuring party called "The Dawnblades" many many years ago. Her group was doing the same thing that our group was going to do... with the exception that they had found the artifacts, but could not figure out how to destroy them. When they retired, they started an adventuring school called "The Master's House" which is where our party met each other... to learn the art of adventuring (or something to that effect). However when we got to the school, something was amiss and we got thrown into a battle which spawned the initial adventure before getting to "attend the school". Due to the party makeup (described below), there were certain NPC's that were placed into the house that would help each of us along. My mentor was a "Wood Elf" by the name of Sorsha Emberhope. Early on, I found out that all was not as it seemed, and that she was hiding her identity (as was I) and that we originated from the same place.
Eventually, due to this undead cult that was plaguing Faerun, Sorsha took ill with an uncurable poison. We later found out that it was someone that we knew (an instructor at The Master's House) that was a double agent, that had poisoned her. We still had not come up with a name for our group. At the point of her death, I decided on the name Emberblades Ember for the first portion of Sorsha's last name, to remember her by... and blades to remember Elaria by as she was part of the Dawnblades. I took this to each of the group member's and they agreed that that is what we should be known as. So at around 15th level we finally had a party name.
There is always that one game that really sticks with you... Well, this was my game, this was my character that most closely represented me as a person, or at least the person that I thought of myself as? I put my heart and soul into this character, and as cliche as it might be, growing up as an outcast, I felt really close to the character Drizzt Do'Urden from the R.A. Salvatore D&D book series. Not that I could relate to an exact T on everything the character went through, but at the time that I was reading those books, I was going through some things myself, and they definitely helped me with my perspective on the matters. And given that I had always played ranged bowmen in video games prior to this, it felt only natural to go that route. White had led on that this would be a full campaign, and he was going to do dives into each of our character's backstories. Well... I took my time on my backstory! It was pretty lengthy. initially, he was not sure when we would get to my backstory, but by our 14th level he had decided that Skiie's backstory would come after the main campaign was finished. This was also after he killed me!
Yes, you read that correctly. The character that I poured my heart and soul into. The character that I had a progression plan from 1-20 (1-17 ranger, 18-20 rogue) was killed to mechanics on a boss fight. There are many types of DMs out in the world. There are people that want the story to continue, and want the character's to win... and there are DM's who do not. And of course there are all sorts of DMs in the middle as well. This mechanic should have been retuned mid-fight or at least between sessions. I will go to my deathbed (irl) stating that. Two of us died on that fight! The overpowered Life Cleric went to resurrect her (his) "in-game friend" (irl fiance) first. They porayed to his deity and everyone said some ice words and passed their performace rolls to "appease the dice gods". THEN it was my turn. The Cleric turns to me, casts the spell, and to help her, the people all say something nice about my Ranger, they roll their dice which are not very favorable, I roll my die, which is not favorable at all, and the DM sends me to a different Discord server and proceeds to tell the others that we will be right back. My heart was pounding. My main character had died! Not just fallen unconcious, not died temporarily... actually died.
in the other channel, he told me that I could reroll another character if I wanted... this could always happen with any character. Don't get too attached to the characthers! We were not recording the games at that time, so I am not sure what was said exactly. however I said something to him out of spite. I wasn't talking to "my friend", I wasn't talking to "my DM" I was in character heading essentially to what would become my hell for the rest of eternity. I said something SO vindictive and SO spiteful in response to whatever he had said to me... he was honestly taken aback, and kind of shocked that I (the player) had said that "in character". He asked me to roll Intimidation I never rolled intimidation, it was never asked for... I had proficiency, hell, I had expertise in it! But it was never needed. Of all things to roll as I was being drug down through the ethereal plane... I rolled a Natural 20. Total on the die with mods was a 38!!! He shut up real quick. Then he said. Don't say anything, we are going back up to the other channel. We went up, they were mid conversation about wtf had just happened... White asked them what they would like to do next? I stayed quiet. They started to loot the bodies, they got one of the artifact from "this boss", they were doing something else when White asked for a Perception check at disadvantage. Luckily one of them heard a slight breath escape my lips as I slowly gained consciousness. That event cost me my progression track, I ended up (in agreement with the DM) having to subclass into Paladin to be "my deity's" champion. I didn't need to continue on forever in Paladin, but at least take a few levels. But I was alive!
We were able to complete the Pact of the Lich campaign in August of 2023 at Level 21. The plan was that White needed 3-4 months to design an extended homebrew campaign which would cover Skiie's backstory which had not been previously explored due to a lot of complications which you can read by clicking the link below if you so wish (secretly, I hope that you do).
If you would like to see our party makeup and Skiie's Backstory - Click Here - Instead of packing even more onto this page, I am sliding all of the character items onto another page.
The Old Margreve Forest is an ancient place, already old when most of the gods were young. In time immemorial, it cradled the great spirits of nature, and its loam felt the footfalls of the old ones. As millennia passed, its roots swallowed rivers, its canopy stole the sun from vast tracts of land, and its groves crested mountains that have since weathered to hills.
In all that time, the Margreve has changed little. Time seems to flow around it, lapping at its edges like the sea around an island. As kingdoms rise and fall beyond its borders, the Margreve remains a world apart—a place where memories and old magic linger in the rings of trees and where new ideas never quite take root.
Mood and Mystery
Very little is known in the world at large about the Margreve’s interior. There is simply something wrong with the place, something that unsettles the nerves, plays upon fears, and discourages exploration. Too many stories of danger exit the wood, and too many travelers do not. The few adventurers who dare the Margreve’s deep trails return with strange scars, stranger stories, and too few prizes to warrant either.
From the outside, the Margreve looks like any Old World forest. In some places it is dark, tangled, and foreboding. In other places, it is sun-dappled and open, like an evergreen palace of towering tree pillars, ivy carpet, and wind-rustled canopy. But there is something more to it. Something hiding behind the wind and the leaves and the trees. Something living and vigilant. A presence that none who stand dwarfed among the trees can deny.The Margreve unsettles the nerves of interlopers, evoking fear and trembling, especially in first-time visitors. It conjures awe and intimidation as the intruder delves deeper. And nearest the heart of the forest, the unsettling feeling of being in proximity to a supernatural or divine “other” is intensified.
Most describe this faceless “other” as a dark, sinister presence, but perhaps they are simply not in touch with the natural order of this ancient place. Deep-woods druids cast the Margreve in a brighter, if not wilder, light, describing the supernatural presence as beautiful, terrible, and bestial. They talk of “Margreve” as if it were a living creature with a personality and a will of its own. Religious figures reject the idea that the forest is alive but acknowledge that some great presence lives therein. Others sense older gods, inimical to man and dwarf, brooding in the forest’s vastness and waiting for the age of man to pass. Perhaps they are all right. Even Baba Yaga confesses, “The Margreve came before such recent inventions as gods and spells and names and language.”
Essentially, this was a giant sandbox. In 14 levels, we had barely uncovered almost half of the map before White led us into a TPK (Total Party Kill). The above is what was listed on the intro page of Roll20. When I had joined, the group was about 8 or 9 sessions into the campaign. Unfortunately because it had zero direction, we were not sure where to go, so we found ourselves zigzagging across map space we had already uncovered to complete quests rather than explore more area. Ultimately, the DM (White) led us towards a cave and kind of urged my character that the entity (woman) inside felt like an enemy that should be dealt with (based on an insight roll). Due to this, we went in to confront her. Essentially a group of four level 14 characters were pitted up against a bunch of trash (which is normal) followed by four "enemy PCs" at level 14 by which point we were so resource drained and could not take a long rest, but needed to take a short rest... before we went up against what ended up being a Level 20 "enemy PC Monk" that once we whittled down to 0-HP transformed (because it was polymorphed) into a CR23 dragon. Only our Sorcerer made it out alive by casting Dimension Door and running away. The rest of us died that day.
Or at least that is what White told us altogether, Later after we decided not to continue on with this campaign, he gave me a final ending to the story in Discord. Unfortunately, I do not remember it word for word. Essentially, my friend Gr'shikara came to avenge me and found my body and took me and the rest of us with him to his lair and pled to Io to give us life once more and we were given life and we stayed with Gr'shikara for many years after that.
If you would like to see our party makeup and Elro's Backstory - Click Here - Instead of packing even more onto this page, I am sliding all of the character items onto another page.
This event took place between December 1 and December 25th 2022. This was to be (at that time) the longest played single D&D session at approximately 600 hours of gametime from start to finish. I am elated to have been able to be a part of this extraordinary event!
STORY:
The city of Waterdeep is in great peril once again. A danger from far below the streets of Waterdeep has changed it's objectives. The magic of the undermountain is disrupted once more with the last recorded event being during Netherese times from Karsus's folly and Mystra's suicide. The halls of the undermountain collapse, Waterdeep lies 3 miles underwater, and Mystra and her chosen send 5 adventurers and a magical awakened cart - Lina, Aegis, Zeph, Valas, Jet, and Carter- down into the dangers of the undermountain's depths to stop the disruption of magic and restore Waterdeep to it's previous state. With Mystra, goddess of magic, on the party's side, can they do this? What is lurking beneath the surface that even the goddess of magic is scared and worried of what may come?
CHARACTERS:
There are 5 player characters and 1 magically awakened sentient cart in this campaign. These 5 characters received a limited blessed by Mystra to endure the dangers of the undermountain. Each character can die and be brought back to life twice, and upon dying a third time, the character is dead permanently with no way of brining them back- even with wish. These characters are pre-made with their leveling decisions and spells chosen ahead of time. Players that join the campaign will be separated into groups for each character, and as a a group, the players will answer questions, discuss, and collectively decide what type of personality and backstory their character will have.
The above text was the synopsis for this charity event supporting the Water charity program who helps in trying to bring clean and safe water to every person on the planet. The event was hosted by Paladins Archives.
As I am akin to playing Rangers, and at that point in time had not ventured very far outside of my comfort zone, i decided to play the premade character "Jet" who was a Dragonborn Ranger. Also, my DM in the two games I had been concurrently playing in (Frostmaiden and Margreve, where I play Ranger in each) had wanted to find a game where the two of us could play "together" rather than against each other. When I found out about this event (probably through TikTok or IG) I figured this was our chance. That said, we never ended up playing together as by the time I figured it out, the algorithm was slow and most of the spots were already filled up.
All said and done, it was my first foray into streaming on Twitch. It was definitely an experience, neither good nor bad in that case. the experience was wonderful and getting to play the class I love most, was amazing! All in all the event turned out pretty damned awesome and I have to hand it to Paladin and the other DMs that helped him put this together.
My goal after that was to help him out in the background on the next event that he did. However work picked up and by the time the next couple of events rolled around, I was too busy to be a part of them in either the capacity of Player or as DM / Asst DM. Who knows what the future will hold, maybe now I will get around to being a part of one of these events again.
Dwarves and humans are the dominant races, and the relations between them are strained at best. While not in open conflict, there have been skirmishes between smaller militias who don't represent the governments of these two great races. The tension between them is palpable and it would only take a spark to ignite the powder keg, sending the entire region into all-out war. To make matters worse orc raids have been more frequent and more organized. Archivists believe the hordes are readying to invade the civilized lands, as historically, they are overdue.
The above paragraph was on the intro screen to Roll20. This was a Homebrew campaign from White after our Margreve campaign ended. Unfortunately, this did not last very long. We were told essentially that We could essentially play a Dwarf, human, halfling, gnome or the like. We could play an elf... however it was super rare in this world to come across an elf. Lo and behold, one of our players ended up playing a Dragonborn (from Faerun) that got teleported into the Dwarven fortress during a skirmish. So, nonetheless, all of a sudden a race that was non-existent, all of a sudden-- EXISTED!
In addition to that, White had a 3.5e class/subclass that he had reworked into this campaign that he was hoping womeone would try out.... Do naturally i decided to try it out.
If you would like to see our party makeup and Valakhad's Backstory - Click Here - Instead of packing even more onto this page, I am sliding all of the character items onto another page.
The Frozen North: A Synopsis
The Forgotten Realms is a vast tapestry of magic, mystery, and perilous adventure. From the bustling merchant ports of the Sword Coast to the crumbling ruins of ancient, fallen empires, heroes are forged in the fires of conflict. Whether you are a scholar seeking lost Netherese secrets, a warrior defending the faithful, or a rogue navigating the shadowed backstreets of great cities like Waterdeep, the road of the adventurer is never truly safe.
Those who dare to stray from the mapped trade routes often find themselves facing creatures of nightmare and magic gone wrong. In this world, even the most peaceful farmlands can be scorched by the sudden fury of a dragon’s breath.
Icewind Dale
Far to the north, beyond the skyscraping, ice-crowned peaks of the Spine of the World, lies Icewind Dale. This is the frostbitten frontier—a land where the wind howls like a banshee and civilization is measured in stubborn, small settlements clinging to the tundra. It is not a place for the weak. Here, survival is the only law that truly matters.
Legends tell of a land gripped by an unnatural winter, where the sun is a distant memory and the cold bites deeper than any steel blade. But the true terror of the Dale is not just the sub-zero air or the monstrous predators that stalk the snowdrifts. The threat here is divine. Auril, the Frostmaiden, has laid her cold hand upon this land, and she is no common monster to be outwitted—she is a god of ice and ending, and she is as cruel as the winter itself.
The above is an introduction synopsis for the Frostmaiden campaign that we are running on Roll20; our game typically runs once per week assuming everyone is able to make it. Due to having such a small group, if one of our team is out, we cancel the session. In addition to the WotC content, I have made my own maps as well as purchased maps & additional content from content creators such as DM's Guild, Morvold Press, D&Demetrius' Cartography, The MAD Cartographer, Eventyr Games, DriveThruRPG and others.
If you would like to see our party makeup & a very short summary of our adventures - Click Here - Please note by clicking the link, there may be names and/or locations that might be considered "spoilers" if you have not already played RotFM and are looking at playing it.
Instead of packing even more onto this page, I am sliding all of the character items onto another page.
Something is deeply wrong with the natural order. In this campaign, we have been thrust into a world where the folk-horror roots of fantasy are twisted into something unsettling and strange. The world is a place of creeping shadows, superstitions made manifest, and environments where the landscape itself feels hostile—or perhaps, simply hungry.
We are not merely battling monsters; we are navigating a land steeped in dark fables. Whether it is the strange behavior of the beasts in the woods, the whispers of ancient, half-forgotten deities, or the peculiar, unsettling nature of the local settlements, The Crooked Moon is an adventure defined by atmosphere. Every path we take is illuminated by a moonlight that never seems quite right, and the line between the civilized world and the encroaching wilderness is fraying at the edges.
Our journey is one of survival and discovery as we try to understand why the moon’s light has turned sour and what ancient forces are waking up to claim the world for themselves. It is a world where every rustle in the grass carries weight, and where the most powerful weapon we possess is our willingness to trust one another when the dark begins to close in.
The above is a general synopsis of the campaign. As I am a player in this campaign, I do not dare look much further into it than that as I do not like surprises being ruined. I love when the story is formed before us and we are part of making the story happen. Our game takes place once a month through D&D Beyond on 5.5e ruleset with a visual VTT through Talespire.
Gladiator's Greatness started out as a PvP match in a Rome styled arena where we were supposed to fight each other, as well as be pitted against other matches. However, in the first session, we were pitted against another group (of NPCs) and from there it sort of spiraled out of control and into an actual Homebrew campaign. First there was this guard, and he would do us favors if we would do him some favors... Well, that didn't work out so well on the first job we did when we went to find a ledger, and figured out what it was for. In doing so, we needed to bypass some other guards and some pirates that were locked up, well naturally we freed them, since they "promised" to wait for us at their boat (yeah, I know... I knew then that they would be gone). After we retrieved the ledger, I went back and freed the pirates, moreso to cause chaos and to cover our tracks on what had transpired.
Soon after, the ruler of this city asked that we kill the guard that just so happened to hire us to get this ledger for him... However, one of our party members suggested (and successfully persuaded) the ruler to allow us to go hunt for the party as his own band of professional mercenaries under the leadership of "this guard". This wasy we could win some favor, and the guard could as well. So naturally after kind-of winning our freedom, we stole a ship (because the pirates hadn't waited for us, go figure) and we are now apparently pirates as well...
We are currently on a slight hiatus as our DM has a busy work schedule through the summer. however I am looking forward to picking it back up once we reach the autumn season and he is able to start designing sessions again.
Our game takes place once a month through D&D Beyond on 5.5e ruleset with a visual VTT through Talespire.
Our heroes began their bizarre journey at a magical carnival, where games, eating contests, and vivid, unsettling dreams set the tone for the strange destiny awaiting them. As they pursued the mysterious “golden tickets,” they solved riddles, restored broken tables, broke boulders with a giant badger’s ass, and robbed a demigod or two without consequence. One carnival act after another peeled back new pieces of the puzzle until they reached Howard Mercer’s House of Mirrors—where illusions, elementals, and a teleporter door dropped them into something far more sinister: The Builtmore House.
Inside this cursed mansion, every room held traps, monsters, puzzles, cursed items, and the lingering presence of Arthur Builtmore and his twisted family, and the mansion’s legion of animated horrors. The party battled everything from mechanical hags, fire elementals, creepy dolls, mimics (so many mimics), basilisks, puppet armies, haunted chef spirits, cardboard knights, and grotesque plant creatures, all while piecing together letter tiles, components, cursed artifacts, and fragments of the mansion’s dark history.
They dove inside bottles, explored a ship-in-a-bottle dungeon, cleared libraries bigger on the inside, and rescued (and later fought) the rat brothers Ratthew and Ratchard, whose tragic story would become one of the mansion’s central arcs. They acquired a cursed “Stabby Hat,” a moving bag of holding tied to a mysterious Dave, and multiple possessed dolls—some of which attached themselves to party members with deadly consequences.
Their exploration revealed hidden speakeasies, puzzles, necrotic statues, haunted puppet swarms, secret corridors, elaborate illusions, and endless undead. They burned rooms, slid down hostile staircases, fell into traps, destroyed priceless property, and occasionally solved things correctly on purpose.
Through it all, the mansion itself seemed alive—watching, reacting, and punishing.
The above was the summary of what has happened in this game up until the point where I joined in January of 2026. This is a Homebrew campaign that is built in the Talespire VTT and run through D&D Beyond on 5.5e ruleset. Wanting to always be an asset and wanting to grow and learn, I asked the DM what the party specifically lacked or needed and he replied that they were lacking a healer and a rogue. Knowing this particular DM, I searched for a helaing Rogue, however I did not like the options I found, so as the party was also lacking an "intelligence" based class, I went with a "School of Healing (Homebrewed) Wizard". This way the party gets access to both Cleric and Wizard spells they would normally have never gained without two such classes.
(Always talk with your DM ahead of time before deciding to use any homebrewed content and find out what their house rules are regarding said content is. This is a game, and it is not worth it to build something to your liking to be told you cannot do it once you have spent time working on it).
Step into a legend where the stakes transcend worlds and the very fabric of reality begins to fray. In Vecna: Eve of Ruin, you will rise from renowned heroes of the Sword Coast to champions of the multiverse, embarking on a high-stakes race against an ancient, rising shadow that seeks to unmake existence itself. This is the ultimate high-level D&D odyssey—a journey that will take you from the familiar streets of Neverwinter to the most iconic corners of the planes, challenging you to uncover forbidden secrets and wield artifacts of staggering power. If you’ve ever wanted to see how your hero’s story ends when the fate of every world is on the line, this is the campaign you’ve been waiting for.
The above is an introduction synopsis for the Vecna campaign that we are running on Roll20. In addition to the WotC content, I have made my own maps as well as purchased maps & additional content from content creators such as DM's Guild, Morvold Press, D&Demetrius' Cartography, The MAD Cartographer, Eventyr Games, DriveThruRPG and others.
If you would like to see our party makeup - Click Here -
Instead of packing even more onto this page, I am sliding all of the character items onto another page.
Primary Monitor: Samsung CRG9 49-inch QLED
Secondary Monitor: Samsung SJ55W 34-inch WQHD
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Backup Mic: Blue Yeti X - WoW Edition
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I’m just a guy with some gear and a high bar for what 'good' looks like. This site is my playground for documenting the tech that powers the digital streams online and the natural trails that test my limits in this next chapter of my life. Take a look around; you might learn something, you might teach me something or at least we will see what not to do together!
You Live Every Day, You Only Die Once.