Elemental Chaos
$15.00
/ Session
Details
Weekly / Tuesday - 11:00 PM UTC
Session Duration / 3.5–4 hours
3 / 6 Seats Filled
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Schedule
About the adventure
The cults of elemental evil have decided that the world has had a good run but it is time to burn everything down and start over from the ashes. Unfortunately, they are in disagreement as to what kind of world is supposed to emerge from the ashes, and also whether there should strictly be ashes and not flood waters, a hungry earth that swallows civilization up from below, or an eternal void of endless wind. And since none of these plans come with a death rate below 99%, most of your average peasants aren't thrilled with any of the potential outcomes. The Scramble is where the Elemental Chaos breaks through into the material plane. Columns of fire burn their way across the landscape. The hills move of their own volition and the earth opens up to swallow passers by. Lightning storms scour the earth and the power of air tears chunks of the ground up to suspend them in mid-air as floating islands. The coast floods inward and then recedes by miles as the power of elemental water waxes and wanes, the animate water gripping entire towns at high tide to pull them beneath the low tide mark as the water recedes, drowned ruins displaced by a dozen miles or more. The four elemental cults have fought one another in the Scramble for decades, each trying to bring about their preferred apocalypse, but held in check by one another. As their conflict drives more and more elemental instability, however, the boundary between the world and Armageddon grows thin. By now, one of the cults could spin even a temporary advantage over the others into a world-ending ritual. If you'd rather they didn't, you will have to face off against armies of genasi, harpies, gargoyles, salamanders, sahuagin, and elementals of all varieties, amidst fantastical hazards of elemental terrains gone completely berserk. But if you don't, that's all going to blanket the entire world anyway.
Game themes
Meet the Game Master
4 years on StartPlaying
56 games hosted
Highly rated for: Storytelling, Creativity, Knows the Rules
About me
I've been a professional GM for six years now. For the past ~3 years I ran entirely for established groups, but as those groups have slowly wound down, the time has come for me to spin up some new ones to replace them. Unfortunately, the process for getting new groups has become completely alien to me in the intervening years. Fortunately, I'm still really good at running games, with expansive and high-quality maps, soundtrack, a thorough understanding of game rules, my own library of expansion content for 5e including things like playable vampires and pixies and summoners, and the most important and esoteric art of all: Actually showing up to run the game after the first three weeks once the excitement of a new game has died down. I'm only half-joking about that last one, probably one of my biggest accomplishments is that the majority of people who buy games from me actually complete at least one campaign before the group disbands.
View Profile →Character creation
Creating your character
I recommend using the standard 15/14/13/12/10/8 array for your ability scores. You can roll 4d6 drop lowest if you want, but you have to roll in the game where everyone can see it, and you have to keep what you get. The party begins at level 7 and with 3400 gold pieces' worth of equipment. I have a price list for most uncommon magic items you can use in character creation - magic items are not generally for sale in bulk quantity from magic mart or anything, but as a 7th level adventurer it is assumed you have scrounged up some sweet magic gear in your career so far, and the gold cost simulates that. You can use 5.5e classes if you want. 5.5e is pretty new and a lot of people are permanently soured on new WotC content after the last few years, but the 5.5e classes aren't that different so if you want to use one of them it won't really make a difference. All of WotC's 5e sourcebooks are also allowed, so you can be a Tabaxi or a Gloomstalker or whatever. I wrote Chamomile's Guide to Everything, so naturally everything from that series is also allowed (link: https://www.drivethrurpg.com/en/product/411963/chamomile-s-guide-to-everything), including all the playable pixies, vampires, werewolves, etc. etc.
What to expect
Preparing for the session
You will need a character, a Roll20 account, and functioning speakers or headphones. A microphone is recommended but I've had people communicate purely through text before and it was fine.
What Chamomile Has Adventures brings to the table
I have a deep library of maps, tokens, background ambience, and music, which people find very impressive for three sessions and then stop caring about for the remaining thirty. Spectacle is short-lived. What people remember about my campaigns is the grounded reality of the factions and choices presented to the party even as the setting is soaked in powerful magic and players have access to a fairly large chunk of magic items, supernatural mounts, and other fantastical powers and treasures. The world is full of magic and wonder, but conflict is still driven primarily by human grievance and greed and victory over evil often involves a few messy tradeoffs or compromises along the way.
Platforms used
Safety
How Chamomile Has Adventures creates a safe table
I generally use the standard lines and veils most people are familiar with - fade to black on scenes of graphic sex and torture, avoid certain taboos like child sexual assault altogether, etc. - and I can make accommodations like using arachnophobe-friendly spider tokens if necessary. If you have any specific concerns, let me know.
Content warnings
Safety tools used

