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"Welcome to my home! I do so hope you enjoy your stay" - Iago the Bloodwolf
Hello! I run a role play heavy campaign, so if your focus is only combat, this isn't going to the game for you. I'm not really interested in DMing for murderhobos, so if that's your style, I wish you the best of luck in finding another campaign. This campaign will go for roughly ten sessions, played weekly.
Curse of Strahd: If you are playing curse of Strahd, please see the section regarding that campaign. It is on this page, below house rules.
Leveling up: Expect to start at level 1 and reach level 2 during the first session. You will end at level five. You may roll for HP increases, or take the average.
Continuous world: Welcome to The Convergence: The Beginning of the End is the fifth in a series of linked campaigns I've run in this same world, and you'll see clear scars and changed NPCs left behind by other campaigns. WttC:BoTE is set 50 years after WttC: Reforging Destiny, the last campaign to take place in this world. I've run BotE 5 times now, and I'm working on Welcome to the Convergence: Wildfire, a sequel to BotE.
Homebrew and Copyright: Below, you'll find a list of all of my homebrew options available. If you would like to take/steal/adopt/frame and worship any of the ideas I have, please feel free! I love it when people use my work, which I in turn stole from others.
Critical Role: Some of you love it, others hate it, and most don't know what it is. I find that some of Matt's ideas, especially Gunslinger and Bloodhunter, add to the game overall. We'll be using his rules for firearms.
Mature Themes: This campaign will deal with mature themes involving but not limited to: suicide, depression, self-harm and other mental health Issues, violence, adult language, adult themes, religious content and slavery. If any of these topics might bother you, please talk to me, I’ll be sure to cut them out. Alternatively, please know your limits and don’t participate if something might make you feel uncomfortable, I really can’t cut violence out for example. Everyone deserves to have the best gaming experience possible, and Roll20 has plenty of other campaigns that would love to have you.
Sex: I don't really care to DM a graphic campaign. Some 'the curtains wave in the background' is fine, but nothing you couldn't see in a PG-13 movie.
Language at the Table: As noted above, there will be swearing. That being said, please try not to say anything to hurt another player. Attacking someone’s character is more than fine, but remember that attacking a player is not. Please also refrain from anything overtly political or that might offend someone’s religion, race, sexual orientation, gender, etc. This is just so I don’t have to worry about arguments that aren’t about D&D.
Character Deaths: It’s a very real possibility. You must be okay with your character dying. You must be okay with failure.
Being a D*ck: Don’t do it. Please. But if someone is, the proper method to excommunicate someone from the campaign is as follows: a player must state that they wish to remove another player from the campaign. If 75% of the remaining players also vote to remove a player, they are removed from the campaign. I may also unilaterally remove a player; it’s my campaign and I pour my heart and soul into it.
Keeping Track of Character Information: You are responsible for keeping track of your own character. If you would like, I can give you a Roll20 chatacter sheet. Additionally, if you would like a helpful chartacter builder, I highly recomend D&D Beyond. I have almost every book avalible for your use on that website. The chrome extension Beyond20 fully intigrates D&D Beyond and Roll20.
"Huh... I'd never thought to use a fireball." - Quarion Graywing
Shield: You may only cast the shield spell if half of your character levels would allow you to cast shield.
Spell Versatility: All classes may change out spells prepared on a long rest.
New Schools of Magic : You may not naturally learn Dunemancy, Astromancy or Filomancy spells without taking the respective subclasses for those schools of magic, if any. Otherwise, these must be acquired through adventuring.
Fate Damage: You’ll see references to fate damage. This is an esoteric form of damage unique to The Convergence that involves manually cutting someone’s life thread short at the source. It’s very rare, and no creature has resistance or immunity to it.
Resurrection Checks: When you die the first time, and someone casts a resurrection spell, you come back. When you die the second time forward, I will roll a D20. On a ten or higher, you’re resurrected. On a nine or lower, you cannot be brought back by any means. Please note, some magic items, as well as character choices and environmental effects will add modifiers. Additionally, each resurrection after the second death will subtract one from the roll. So a character who has been brought back twice already will need to roll an 11, 10 +1 for the second resurrection. Casting True Resurrection adds +5 to the roll.
Natural 20’s and 1’s: Please remember that a natural 1 and natural 20 do not mean an automatic success or automatic fail on a very hard or very easy check or saving throw. I will not be using any sort of critical fumble table.
Sprinting: You may sacrifice your reaction, action and bonus action to move 4 times your speed. You must move in a straight line, and all attacks of opportunity have advantage.
Flanking: If you’re flanking (or ‘surrounding’ - up to DM’s discretion) you gain a +1 to attack rolls. Huge and Gargantuan creatures cannot be flanked.
Death Saving Throws: I’ll be rolling your death saving throws, and I won’t be telling you where you are, so better pull out that potion quick! I will never fudge this roll, just as an FYI.
Potions: Potions require an action to use.
Arrows, Food, Water, etc: We are not worrying about these. However, magic arrows, and firearm bullets, must be counted.
Spell Components: You must purchase spell components from a vendor with the cost associated. This only matters if the component costs money.
I'm an experienced homebrew DM, and I'm excited to branch out into the larger world of 5e modules. I'm starting with CoS, because I've heard great things about it, and of all the modules I've read, it seems the most likely to compliment my DMing style. Let's talk about what you can expect.
This game will be 95% curse of Strahd, 5% Convergence. It'll be formally set inside the world of the Convergence, in the Demi-Plane of Barova, ruled by the evil Vampire Strahd. This will have very little baring on the overarching campaign - Barova is a strange and distant place - but it does mean that we will be using Convergence Gods. You can find a complete list under The Divine. If you don't want to read everything about the Convergence - I'm verging on 200,000 words of lore - then you probably don't need to for this campaign. Barova is it's own place, with it's own history, and a populace that is mostly separate from the Prime Material Plane.
As for the camapign, Strahd is a brutal campaign. It's very open world, with few guard rails for much too hard encounters. If there ever was a campaign that required acceptance of death, it would be this one. I'm an experienced enough that this won't be too much of an issue, but just be aware..
because Stahd preys on the unwarry.
Good luck, and may you survive the mists of Barovia.
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