Official D&D campaigns run by a professional DM - New players welcome!
Game: D&D 5e Group type: Online Experience: No experience necessary! New players welcome! Location/Time zone: Online Roles sought: Player Game style: Nice balance between roleplay, combat, and exploration. Date/Time: Seats are available in several campaigns on various days and times. Please see the individual game details below. Cost: $15 (USD) per player per session paid through PayPal.
About Me
I've enjoyed playing D&D and running games as a Dungeon Master for over 30 years, with the last several years spent as a professional DM. I take great pride in my work, as I invest time and energy preparing for sessions and working with players to make their experience truly enjoyable and memorable. I like to customize each adventure with stories and plots that aren't found in the officially published material to ensure that players in my groups enjoy a unique campaign. Likewise, I love helping players develop backstories for their characters over the course of a campaign, and I'll create custom quests based on these developments.
In addition, I work with a network of talented DMs to provide a superior gaming experience for all players. We collaborate to provide extra help for people, including those who have never played before. Our team approach also allows us to provide more gaming options for people, regardless of their schedules.
Why Play Paid Games with Me?
With the popularity of Dungeons & Dragons soaring to new heights, there aren't enough experienced DMs running free games to accommodate the increasing number of people who want to play D&D online. The free games that are available fill up fast, and often end just as quickly because there is no investment by the players and no incentive for the DM to commit long term. Games run by a professional DM can provide a superior experience for players who are looking to relax and have fun playing with the same group every week, rather than constantly having to start over by applying for and joining yet another free group, only to see it fold after a short time. People who join my campaigns will get a chance to finish it!
Here are some of the reasons why joining one of my paid games can provide a superior experience:
As a paid DM, I have the incentive to show up prepared and provide an outstanding gaming experience week after week.
Charging a small fee per person virtually eliminates postponed sessions and busted campaigns due to player no-shows.
People who are willing to pay a modest fee tend to approach the game with a more mature attitude, and typically don't quit impulsively when something doesn't go their way.
Material costs associated with playing in a high-quality game are included.
Players don't need to make any additional purchases in order to participate. Everything is included.
Access to all relevant sourcebooks is provided free of charge via my compendium sharing.
I purchase additional materials, such as high-quality maps, to make your gaming experience even better. Again, there is no extra charge to you.
If you want to finish the campaign you start, then play with me!
Via my compendium sharing, you'll have access to the Player's Handbook and at least 12 additional sourcebooks, at no additional cost, when you make your character. This includes:
120+ classes and subclasses
100+ races and subraces
80+ feats
40+ backgrounds
Beginners Welcome!
New players are welcome in my games, including those who are new to online play and those who have never played anywhere before. I am happy to provide you with extra assistance to help you settle in and learn our beloved game, including during character creation, in session, and between sessions. There is no extra charge for any extra help which you might need.
Request an Invite to Join
To request an invite to join, please review the individual game options listed below, and then send me a private message with the information requested in the listing for the game you're interested in. Thanks, and I look forward to hearing from you!
Available Games
Here is a quick reference to our currently scheduled games, with links to the individual posts below with more information about the various adventures:
Curse of Strahd https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/164507-official-d-d-campaigns-run-by-a-pro-dm-new-players?comment=2 Curse of Strahd Campaign 2: Tuesday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern Curse of Strahd Campaign 5: Friday, 10am Pacific / 11am Mountain / Noon Central / 1pm Eastern Curse of Strahd Campaign 6: Friday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern Curse of Strahd Campaign 7: Wednesday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern Curse of Strahd Campaign 9: Saturday, 2pm Pacific / 3pm Mountain / 4pm Central / 5pm Eastern / 10pm BST / 11pm CEST Curse of Strahd Campaign 11: Saturday, 1am Pacific / 8am GMT / 6pm AEST / 7pm AEDT Curse of Strahd Campaign 12: Sunday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern Curse of Strahd Campaign 16: Wednesday, 2pm Pacific / 3pm Mountain / 4pm Central / 5pm Eastern / 10pm BST / 11pm CEST Curse of Strahd Campaign 17: Wednesday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern Curse of Strahd Campaign 20: Thursday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern Curse of Strahd Campaign 21: Thursday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern Curse of Strahd Campaign 23: Sunday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern Curse of Strahd Campaign 24: Sunday, 2pm Pacific / 3pm Mountain / 4pm Central / 5pm Eastern / 10pm BST / 11pm CEST Curse of Strahd Campaign 25: Saturday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern Curse of Strahd Campaign 27: Monday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern Curse of Strahd Campaign 30: Wednesday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern Curse of Strahd Campaign 32: Tuesday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern Curse of Strahd Campaign 33: Saturday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern Curse of Strahd Campaign 34: Sunday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern Curse of Strahd Campaign 36: Saturday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern Curse of Strahd Campaign 37: Friday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Honor Among Thieves: Keys from the Golden Vault: The Scourge of the Red Wizards https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/164507-official-d-d-campaigns-run-by-a-pro-dm-new-players?comment=11 Honor Among Thieves Campaign 1: Wednesday, 10am Pacific / 11am Mountain / Noon Central / 1pm Eastern Honor Among Thieves Campaign 2: Thursday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern Honor Among Thieves Campaign 3: Friday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern Honor Among Thieves Campaign 4: Friday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern Honor Among Thieves Campaign 6: Friday, 10am Pacific / 11am Mountain / Noon Central / 1pm Eastern Honor Among Thieves Campaign 7: Thursday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern Honor Among Thieves Campaign 8: Friday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern Honor Among Thieves Campaign 9: Sunday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern Honor Among Thieves Campaign 10: Friday, 2pm Pacific / 3pm Mountain / 4pm Central / 5pm Eastern / 10pm BST / 11pm CEST
Curse of Strahd - Official D&D campaign run by a professional DM - New players welcome!
Curse of Strahd - Official D&D campaign run by a professional DM - New players welcome!
A retelling of the original Ravenloft module published by TSR in 1983, which is renowned as one of the greatest Dungeons & Dragons adventures ever!
A Story of Gothic horror...
Under raging storm clouds, a lone figure stands silhouetted against the ancient walls of Castle Ravenloft. The vampire Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves about him, billowing his cape in the darkness. Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power - and of madness. His once handsome face is contorted by a tragedy darker than the night itself.
Rumbling thunder pounds the castle spires. The wind's howling increases as Strahd turns his gaze back to the village. Far below, yet not beyond his ken, a party of adventurers has just entered his domain. Strahd's face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they have come - all according to his plan. He, the master of Ravenloft, will attend to them.
Another lightning flash rips through the darkness, its thunder echoing through the castle's towers. But Strahd is gone. Only the howling of the wind-or perhaps a lone wolf-fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited...
Welcome to Barovia
Adventurers from a foreign land find themselves in Barovia, a mysterious realm surrounded by deadly fog and ruled by Strahd von Zarovich, a vampire and wizard. Using a deck of tarokka cards to predict their future, a fortune-teller named Madam Eva sets them on a dark course that takes them to many corners of Barovia, culminating with a vampire hunt in Castle Ravenloft.
Barovia is a land of ghosts, werewolves, and other fell creatures. The wilderness hides many secrets, including forgotten ruins and battlefields that tell the story of Strahd's life as a conqueror. Adventurers who explore the wilderness find the remnants of Strahd's ancient enemies, not all of them as dead as one might expect. For the people of Barovia, there is no escape from this harsh land.
The Devil Strahd von Zarovich
In life, Strahd von Zarovich was a count, a prince, a soldier, and a conqueror. After the death of his father, King Barov, Strahd waged long, bloody wars against his family's enemies. He and his army cornered the last of these enemies in a remote mountain valley before slaying them all. Strahd named the valley Barovia, after his deceased father, and was so struck by its scenic beauty that he decided to settle there.
Queen Ravenovia lamented the death of Barov and was fearful of Strahd. War had made him cold and arrogant. She kept her younger son, Sergei, away from the battlefield. Strahd envied the love and attention his mother visited upon his brother, so in Barovia he remained. Peace made Strahd restless, and he began to feel like his best years were behind him. Unwilling to go the way of his father, Strahd studied magic and forged a pact with the Dark Powers of the Shadowfell in return for the promise of immortality.
Strahd scoured his conquered lands for wizards and artisans, brought them to the valley of Barovia, and commanded them to raise a castle to rival the magnificent fortresses of his ancestral homeland. Strahd named the castle Ravenloft, after his mother, to demonstrate his love for her. When it was complete, Strahd commanded his mother and brother to come to Barovia and stay with him. Sergei eventually took up residence at Raveoloft, but Ravenovia passed away while traveling to her namesake. In sorrowful disappointment, Strahd sealed his mother's body in a crypt beneath the castle.
Strahd's attention soon turned to Tatyana, a young Barovian woman of fine lineage and remarkable beauty. Strahd believed her to be a worthy bride, and he lavished Tatyana with gifts and attention. Despite Strahd's efforts, she instead fell in love with the younger, warmer Sergei. Strahd's pride prevented him from standing in the way of the young couple's love until the day of Sergei and Tatyana's wedding, when Strahd gazed into a mirror and realized he had been a fool. Strahd murdered Sergei and drank his blood, sealing the evil pact between Strahd and the Dark Powers. He then chased Sergei's bride-to-be through the gardens, determined to make her accept and love him. Tatyana hurled herself off a castle balcony to escape Strahd's pursuit, plunging to her death.
Treacherous castle guards, seizing the opportunity to rid the world of Strahd forever, shot their master with arrows. But Strahd did not die. The Dark Powers honored the pact they had made. The sky went black as Strahd turned on the guards, his eyes blazing red. He had become a vampire.
Game Details
Campaign: Curse of Strahd Place: Online Payment: $15 (USD) per player per session paid through PayPal Date/Time: We have spots available in several different Curse of Strahd campaigns. Once you join one, you'll be playing with the same group once per week on the same day and time. These are the available options:
Curse of Strahd Campaign 2: Tuesday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern Curse of Strahd Campaign 5: Friday, 10am Pacific / 11am Mountain / Noon Central / 1pm Eastern Curse of Strahd Campaign 6: Friday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern Curse of Strahd Campaign 7: Wednesday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern Curse of Strahd Campaign 9: Saturday, 2pm Pacific / 3pm Mountain / 4pm Central / 5pm Eastern / 10pm BST / 11pm CEST Curse of Strahd Campaign 11: Saturday, 1am Pacific / 8am GMT / 6pm AEST / 7pm AEDT Curse of Strahd Campaign 12: Sunday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern Curse of Strahd Campaign 16: Wednesday, 2pm Pacific / 3pm Mountain / 4pm Central / 5pm Eastern / 10pm BST / 11pm CEST Curse of Strahd Campaign 17: Wednesday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern Curse of Strahd Campaign 20: Thursday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern Curse of Strahd Campaign 21: Thursday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern Curse of Strahd Campaign 23: Sunday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern Curse of Strahd Campaign 24: Sunday, 2pm Pacific / 3pm Mountain / 4pm Central / 5pm Eastern / 10pm BST / 11pm CEST Curse of Strahd Campaign 25: Saturday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern Curse of Strahd Campaign 27: Monday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern Curse of Strahd Campaign 30: Wednesday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern Curse of Strahd Campaign 32: Tuesday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern Curse of Strahd Campaign 33: Saturday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern Curse of Strahd Campaign 34: Sunday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern Curse of Strahd Campaign 36: Saturday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern Curse of Strahd Campaign 37: Friday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Campaigns run at least 12 months. We'll continue playing every week until the hardcover adventure, bonus material, and storylines customized for the party are finished.
Request an Invite to Join
To request an invite to join, please send me a private message with the following info:
Your name: Your Discord username: Campaign: Your online D&D experience: none / beginner / intermediate / expert Your overall D&D experience: none / beginner / intermediate / expert Do you understand that this game costs $15 (USD) per session per player paid through PayPal? What are you looking for in a gaming experience? Tell me a little bit about your proposed character, such as race and class. (It's alright if you don't know.)
Candlekeep Mysteries - Official D&D campaign run by a professional DM - New players welcome!
Candlekeep Mysteries - Official D&D campaign run by a professional DM - New players welcome!
Candlekeep attracts scholars like a flame attracts moths. Historians, sages, and others who crave knowledge flock to this mountaintop library fortress to peruse its vast collection of books, scribbled into which are the answers to the mysteries that bedevil them. Candlekeep Fortress houses the largest repository of written lore in Faerûn, including the collected prophecies of ancient sage Alaundo the Seer. Many of Candlekeep's books contain mysteries — each one a doorway to a great adventure. Dare you cross that threshold?
A Mountaintop Fortress
Standing atop a rocky crag overlooking the Sea of Swords, the massive citadel of Candlekeep has endured the elements for centuries and defied the degradations of time. Visible for miles around, Candlekeep has an eye-catching silhouette: a high wall interspersed with towers. This wall encloses a large space from which more towers rise. Those who behold the edifice say it looks like nothing so much as a cake decorated with an overabundance of candles.
The entrance to Candlekeep is a double gate that stands at the end of the Way of the Lion, the only road that provides access to and from the outside world. The route follows a lonely path across the peninsula where Candlekeep stands. Those who gain entry discover a cloistered community of scholars milling around inside Candlekeep’s walls, a place of enlightened conversation and friendly debate. No better place in the Realms exists for those who have a love for or a need of knowledge and who want to pursue such interests alongside fellow seekers.
Entering Candlekeep
The enormous double gates of Candlekeep are three times the height of a human and wrought of black metal magically warded to foil attempts to damage them. Both doors are emblazoned with the sigil of Candlekeep. One of the two gates stands open far enough to admit visitors during the day, and the other is kept shut.
Bedecked in purple vestments, five Avowed priests of Deneir (god of writing) oversee the front gates, examining and discussing written works presented by hopefuls trying to gain entrance. If a question arises, the Avowed send a runner to consult with a sage in the library. The runner eventually returns bearing a missive of acceptance or denial. Visiting scholars experienced in this procedure often bring a selection of possible donations to ensure admittance. Despite the stringent entrance requirements, the Avowed do accept rare editions of tomes already in the collection, journals of those who recount unique or insightful experiences, or the odd work that has been annotated by a prominent scholar outside the library.
Once granted admission, visitors quickly discover that it’s wise to assemble a “wish list” of works that members of the senior staff are interested in collecting, potentially reducing the guesswork of readmission on future visits. Those admitted to Candlekeep, referred to as seekers, can request the assistance of an Avowed adjutant who acts as a guide and research assistant for the duration of their visit. This guide has access to all the resources of the library, with the exception of the vaults that contain the rarest and most dangerous works. Seekers can appeal to higher-ranking Avowed for permission to peruse these off-limits works.
Great Books Hide Their Secrets Well...
The world of the Forgotten Realms is one of high fantasy, populated by elves, dwarves, halflings, humans, and other folk. Steel-hearted adventurers from backcountry farmsteads and sleepy villages follow tales that take them to strange, glorious, faraway places. Good maps and clear trails can carry inexperienced youths with dreams of glory far across the world, but these paths are never safe. Traveling throughout the Realms invites the perils of fell magic and deadly monsters. Farms and freeholds within a day’s walk of a city might fall prey to monsters, and no place is safe from the sudden wrath of a dragon.
Details about the history and nature of the Realms fill volumes, and much of that knowledge resides in books and scrolls sealed in Candlekeep’s vaults. Each one is the key to a door behind which danger and glory await.
Here are just a few of the mysterious titles that brave adventurers can explore at Candlekeep:
Book of the Raven A treasure map tucked inside this volume beckons readers to a remote hilltop chalet occupied by a secret society.
Zikran's Zephyrean Tome A trapped djinni offers a wish spell to anyone who finds a way to release him.
Shemshime's Bedtime Rhyme A catchy and contagious rhyme traces back to a sinister clockwork book.
Alkazaar's Appendix Chronicles an unsolved mystery about a wandering stone golem in the desert.
The Curious Tale of Wisteria Vale Holds the key to unlocking a bard’s prison.
The Book of Inner Alchemy A search for the missing pages of this tome might put you in conflict with the powerful Monks of the Immortal Lotus.
Game Details
Campaign: Candlekeep Mysteries Place: Online Payment: $15 (USD) per player per session paid through PayPal Date/Time: Sunday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
The campaign will run at least 12 months. We'll continue playing every week until the hardcover adventure, bonus material, and storylines customized for the party are finished.
Request an Invite to Join
To request an invite to join, please send me a private message with the following info:
Your name: Your Discord username: Campaign: Candlekeep Mysteries, Sunday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern Your online D&D experience: none / beginner / intermediate / expert Your overall D&D experience: none / beginner / intermediate / expert Do you understand that this game costs $15 (USD) per session per player paid through PayPal? What are you looking for in a gaming experience? Tell me a little bit about your proposed character, such as race and class. (It's alright if you don't know.)
Waterdeep: Dragon Heist - Official D&D campaign run by a professional DM - New players welcome!
Waterdeep: Dragon Heist - Official D&D campaign run by a professional DM - New players welcome!
In Waterdeep, a gold coin is called a dragon, and someone has hidden half a million dragons in the City of Splendors. Villains relentlessly hunt for the treasure. May the gods protect any adventurer who stands in their way!
Welcome to Waterdeep
Welcome to Waterdeep, the crown of the North, where a wondrous tale of urban adventure is about to unfold. Our story begins with the gathering of adventurers at the Yawning Portal Inn and Tavern. Volothamp Geddarm, the famous explorer and raconteur, has a quest for them-one that entangles the characters in a bitter conflict between two nefarious organizations. lf the adventurers complete his quest, Volo rewards them handsomely. Yet a much greater prize lies hidden somewhere in the City of Splendors, waiting to be claimed.
Story Overview
Waterdeep: Dragon Heist is a treasure hunt set against an urban backdrop. A half-million gold coins are hidden somewhere in Waterdeep. Many individuals know about the cache and are looking for it. Adventurers can join the hunt and prevent the cache from falling into evil hands.
Meanwhile, the city is threatened by escalating tension between two power groups that is on the verge of flaring into violence. The Zhentarim, a shadowy network of mercenaries, and Xanathar, the beholder crime lord of Waterdeep, are at odds, and when they clash, anyone and everyone could be pulled into the conflict.
A Cache of Dragons
In Waterdeep, a gold coin is called a dragon. Before he was ousted from his position as the Open Lord of Waterdeep, Dagult Neverember embezzled half a million dragons and hid them in a secret vault. As a security precaution, he arranged for all knowledge of the vault's location and defenses to be magically erased from his mind and the minds of his subordinates. The wizard who performed the procedure trapped this knowledge within an artifact called the Stone of Golorr. The wizard disappeared shortly thereafter, and Dagult hid the stone in the Palace of Waterdeep.
Dagult was off rebuilding the city of Neverwinter when the other Lords of Waterdeep voted him out of office. He immediately made plans to retrieve the Stone of Golorr and smuggle his cache of dragons out of Waterdeep. His spies plucked the stone from the palace but were killed while trying co leave the city. The stone was stolen and passed from one hand to another like a common jewel until it wound up in the clutches of Xanathar.
War in the Streets Beneath the city streets lurks a criminal underworld, its leader a beholder called Xanathar. Hoping to gain a political foothold in Waterdeep, agents of the Zhentarim (also known as the Black Network) recently tried to ally their organization with the Xanathar Guild. The architect of this attempt was a clone of the wizard Manshoon, a founder of the Black Network long thought dead.
While the two sides were negotiating in Xanathar's lair, the Stone of Golorr suddenly disappeared from where Xanathar had hidden it. The paranoid beholder accused the Black Network of stealing it and slew the Zhentarim envoys who were present. When the Zhents retaliated by attacking Xanathar Guild outposts, Xanathar took their actions as confirmation of the Black Network's vile intentions. Now the bad blood between the Zhentarim and Xanathar has begun to spill into the streets, threatening peace throughout the city...
Game Details
Campaign: Waterdeep: Dragon Heist Place: Online Payment: $15 (USD) per player per session paid through PayPal Date/Time: Seating is now closed for Waterdeep: Dragon Heist. Private message me if you'd like to join the waitlist for this Dragon Heist game or a new one when it starts. Or check out our other adventures in this thread.
The campaign will run at least 12 months. We'll continue playing every week until the hardcover adventure, bonus material, and storylines customized for the party are finished.
Spelljammer: Adventures in Space: Light of Xaryxis - Official D&D campaign run by a professional DM - New players welcome!
Spelljammer: Adventures in Space: Light of Xaryxis - Official D&D campaign run by a professional DM - New players welcome!
A thrilling space-based adventure setting for the world’s greatest roleplaying game. Spelljammer: Adventures in Space presents the Astral Plane as a Dungeons & Dragons campaign setting unlike any other. Home of the stars and gateway to the heavens, the Astral Plane teems with excitement and possibility. With the help of magic, spelljammers can cross the oceans of Wildspace, ply the silvery void known as the Astral Sea, and hop between worlds of the D&D multiverse.
Set Sail for the Stars!
In a D&D game, adventures can unfold in any corner of the multiverse—not just in the dungeons and wildernesses of the Material Plane but also on other planes of existence, including what celestial navigators refer to as Wildspace. When you stand on a Material Plane world and look up at the night sky, what you’re seeing is Wildspace and, beyond that, the Astral Sea. Exploring these realms and the worlds they surround is the crux of a Spelljammer campaign.
The Astral Plane is, quite literally, the plane of stars. More precisely, it is where the stars and portals to the heavens reside—an infinitely vast celestial void that surrounds all the worlds of the Material Plane.
Every D&D world—whether round, flat, or some other shape—exists in an airless void known as Wildspace. A world might be solitary, or it might have neighbors: one or more suns, worlds, moons, asteroids, comets, or other bodies. This neighborhood of celestial and planetary bodies is called a Wildspace system.
In Wildspace, the Material Plane and the Astral Plane overlap. Creatures and objects in Wildspace age normally and are effectively on both of those planes at once. If you were to leave your home world and continue outward until you neared the edge of your Wildspace system, you would begin to see a faint, silvery haze. By traveling into this haze, you pass from Wildspace into the Astral Sea, more colorfully known as the Silver Void. The deeper into the Astral Sea you travel, the thicker and brighter the haze becomes, but the stars that shine through it are always visible. Wildspace and the Astral Sea together comprise the Astral Plane.
The Astral Sea, like Wildspace, is a void; however, it is not an airless one. Here, you can breathe normally and exist indefinitely, never aging and never needing food or drink. You can propel yourself through the Astral Sea with the power of your mind alone, though many astral voyagers wisely travel in well-armed ships, for this place is the home of a host of fearsome creatures. Here travelers might find the petrified hulks of dead gods and swirling pools of color that serve as portals to other planes of existence.
Much in the way that oars and strong winds enable travel by sea on terrestrial worlds, magic items called spelljamming helms are used to propel and steer ships through Wildspace and the Astral Sea. A spelljamming helm customarily takes the form of an ornate chair in which the ship’s pilot sits. To attune to a spelljamming helm, one must be a spellcaster. The pilot of a spelljamming ship is called a spelljammer.
New Character Aspects
The following backgrounds are new options introduced in Spelljammer:
Astral Drifter - For longer than you can remember, you have traversed the Astral Sea. There, you experienced firsthand the wonders of the Silver Void: you stopped aging and no longer felt hunger or thirst. Driven by wanderlust, you drifted from one part of the Astral Sea to another, like a mote of dust on the wind. You have lost count of the decades that have passed since you arrived here. In your travels, you have camped on the petrified hulks of dead gods and narrowly escaped the psychic winds that sweep across the Astral Sea while also avoiding prolonged contact with the plane’s most dangerous denizens.
Wildspacer - You were raised in the void of Wildspace—home to asteroid miners, moon farmers, and other hardy folk. Perhaps you grew up in a far-flung settlement such as the Rock of Bral, or you spent your early years on the crew of a spelljamming ship, performing helpful chores such as swabbing the deck, loading and offloading cargo, and scraping barnacles off the hull.
6 new races are available to players in Spelljammer:
Astral elf - An elf denizen of the Astral Plane who is possibly hundreds of years old
Autognome - A mechanical gnome who has free will
Giff - A hippo-headed being of impressive size
Hadozee -A simian being who adapts well to the hazards of Wildspace
Plasmoid - An amoeba-like person
Thri-kreen - A telepathic, insectile being
In addition, Githyanki are natives of the Astral Plane. The playable githyanki was presented in Monsters of the Multiverse, and is available for play in this campaign, along with several dozen other races!
Welcome to Wildspace!
Player characters begin as cadets in Spelljammer Academy before heading out to explore space in this fantastic setting.
Spelljammer Academy’s newest recruits are brought to the Simulations Deck for a quick combat trial so that academy personnel can assess their skills and readiness. After the simulation, the new cadets receive a crash course on the academy’s purpose and general layout, as they complete a laundry list of tasks to acclimate to their new home. While fulfilling the orders given to them by Boatswain Tarto, the characters meet Mirt the Merciless and discover that someone has sent the head of Spelljammer Academy a most deadly gift.
The recruits undertake a quick combat trial on the Simulations Deck, so that academy personnel can assess their skills. After the simulation, the new cadets receive a crash course on the academy’s purpose and general layout, as they complete a laundry list of tasks to acclimate to their new home. Intruder Alert! The cadets deliver a crate of supplies to Mirt the Merciless, the head of the academy, but discover that their cargo contains a deadly surprise.
Attack of the Astral Elves
Characters must save their home world from an attack by an empire of astral elves. The attack is underway when the adventure begins. After taking refuge aboard a spelljamming vessel, the characters head for the stars to discover who is responsible for the attack and how they can save their world.
During the adventure, the characters encounter many space-dwelling creatures, some of which become companions on the party’s voyage. The characters also meet Princess Xedalli, an astral elf who is embroiled in a power struggle with her twin brother, Prince Xeleth, over who will rule the empire that currently threatens the characters’ world. With or without Xedalli’s help, the characters must assemble an unlikely alliance to strike at the heart of the astral elf empire.
The characters encounter many grandiose locations as the adventure unfolds, including an asteroid city known as the Rock of Bral and the imperial citadel of the astral elves, which orbits a star called Xaryxis.
Light of Xaryxis
The light of Xaryxis has nourished the Xaryxian Empire for millennia, serving as a wellspring for the magical power that the astral elves of Xaryxispace use to sustain their empire. A thousand years ago, the star’s light began to fade, threatening the elves’ prosperity, so Emperor Xavan turned the dying star into a parasite that leaches the life from worlds using crystal seeds harvested from the star.
After the elves select a suitable host world, ships known as star moths release hundreds of astral seeds into the planet’s atmosphere. The seeds fall from the sky and bury themselves in the ground and the oceans of the world. After the astral seeds take root, they produce enormous crystalline vines. The tendrils of these vines extend deep into the world and draw life energy from it. Once the vines have sapped a world of its energy, a process that can take months, they send out a bright beam of light that travels back to Xaryxis, temporarily replenishing the star's radiance and leaving the host world a barren husk.
Although Xaryxis shines brilliantly after each replenishment, it isn’t long before the light of Xaryxis begins to wane once more, presaging the doom of another world.
Once astral seeds have taken root on a host world, there is no easy way to stop the transformation—the vines are too thick and too numerous to be uprooted. Destroying the star Xaryxis, which acts as a lodestone for the astral seeds, is the only way to free a world from their grip. If the star goes dark, the crystal vines release their stored energy back into the host world, shrivel, and die.
Game Details
Campaign: Spelljammer: Adventures in Space: Light of Xaryxis Place: Online Payment: $15 (USD) per player per session paid through PayPal Date/Time: We have spots available in different Spelljammer: Adventures in Space: Light of Xaryxis campaigns. Once you join one, you'll be playing with the same group once per week on the same day and time. These are the available options:
Campaigns run at least 12 months. We'll continue playing every week until the hardcover adventure, bonus material, and storylines customized for the party are finished.
Request an Invite to Join
To request an invite to join, please send me a private message with the following info:
Your name: Your Discord username: Campaign: Your online D&D experience: none / beginner / intermediate / expert Your overall D&D experience: none / beginner / intermediate / expert Do you understand that this game costs $15 (USD) per session per player paid through PayPal? What are you looking for in a gaming experience? Tell me a little bit about your proposed character, such as race and class. (It's alright if you don't know.)
Your name: Ethan Your Discord tag (UserName#0000): BKDCouchPotato#5953 Campaign: Curse of Strahd Campaign 2 or 5 Your online D&D experience: intermediate Your overall D&D experience: intermediate Do you understand that this game costs $15 (USD) per session per player paid through PayPal? Seems reasonable What are you looking for in a gaming experience? I'm looking to expand my player experience. I've been playing in a regular Sunday night game for the past few months and I'd like to add some more variety to who I play with. I'm not the greatest at role-playing but I'd like to think I've been coming out of my shell in that area. Combat is my favorite part of playing but I understand it isn't the only part of the game.
As for my proposed character, I have 5 already made just waiting for their turn in the spotlight (even if they spend that time lurking in the shadows). I'm open to making whatever would mesh best with whatever group I'd be joining, or randomly choosing one to throw into the mix.
Critical Role: Call of the Netherdeep - Official D&D campaign run by a professional DM - New players welcome!
Critical Role: Call of the Netherdeep - Official D&D campaign run by a professional DM - New players welcome!
An epic Critical Role campaign for the world’s greatest roleplaying game. The greed of mortals has awakened a powerful entity long thought destroyed. For eons, this mighty champion of the gods has been imprisoned in the darkest depths of Exandria. His name has been forgotten, as have his heroic deeds. Languishing in despair, he calls out for new heroes to save him...
Can You Change Fate?
Inspired by the campaigns of the hit series Critical Role, this adventure begins in the Wastes of Xhorhas and leads to the glimmering oasis-city of Ank’Harel on the continent of Marquet, and from there into a sunken realm of gloom, corruption, and sorrow known as the Netherdeep. Above it all, the red moon of Ruidus watches, twisting the fates of those who have the power to shape the course of history.
Welcome to the World of Exandria
Play through an exciting new adventure module, encounter new creatures, and discover new magic items.
First major adventure module within Critical Role’s world of Exandria. Our expanded-play campaign will take characters from levels 1-20.
Multi-continental story that spans the scarred Wastes of Xhorhas, introduces the continent of Marquet, and eventually plunges players into the Netherdeep—a terrifying cross between the Far Realm and the deep ocean.
Bursting with lore and all new art depicting Exandria.
Elements of the storyline tie into themes of Critical Role’s campaigns.
Explore The Wastes of Xhorhas
Don't let the name fool you: The wastes of Xhorhas are full of exciting locales and creatures — just don't wander too far off the beaten path!
A mountain range known as Ashkeeper Peaks is home to the ruins of Draconia, a once glorious floating city-state of dragonborn that came crashing down after an assault by a sect of chromatic dragons that wanted to rule the world. Enjoy majestic waterfalls and see griffons and other flying beasts in their natural habitat. A long walk south through the Dreemoth Ravine will take you to Xarzith Kitril, where Draconia's survivors established a fine city.
The Calamity was a monumentally tragic period for Wildemount. Mortals and gods alike stood up against the Betrayer Gods, and the ensuing war wreaked destruction around the world. It's said that the Barbed Fields were home to the final battles of the Calamity, which is now a wasteland filled with odd-looking spires and sinkholes.
Ruled by 12 dark elf Dens, Rosohna is a city that rose from the ashes of the Betrayer Gods' primary stronghold, Ghor Dranas. Bask in the splendor of crystalline cathedrals, glowing gardens, and obsidian walls. Despite what you might have been taught by the Dwendalian Empire, the dark elves here are generally welcoming of others. But they are still sensitive to sunlight — hence the magical shield over the city that blocks out the sun. You'll delight in seeing underground farms and edible bioluminescent fungi in the Shadowshire.
The cultural hub of the region is Asarius, also known as the City of Beasts, as its huge military presence calls for loads of war beasts and other beasts of burden. Ask around to see if you can pet a moorbounder, but take care not to lose your fingers!
Jigow is coastal town that brings together goblins and orcs under the light of the Luxon. It's also home to some of the finest seafood you'll taste on this side of Wildemount. Compared to Asarius, you'll find Jigow to be far safer, but keep a close eye on your coin purse just the same. Meatwaters is where you'll get your fill of local delicacies, while Jumble is where you'll find homes built atop horizonback tortoises.
Beware of the cyclopses when traveling through Iothia Moorland, where you'll find hilly grasslands, lakes, and swamps throughout. The roving, rival clans might be trouble as well.
The Vermaloc Wildwood is as deadly as it is stunning, with lovely maroon and purplish trees and leaves that appear trapped in eternal autumn. Admittedly, the woods are a bit of a trap. Though they draw in folks from across the wastes — and it's splendorous wandering through their camps — we can't actually go into the Vermaloc Wildwood. The woods are the main source of logging for the wastes of Xhorhas, and ample monstrosities hunt throughout them...
Conflict in Xhorhas
The world-shattering war between the Betrayer Gods and the righteous Prime Deities, known as the Calamity, reduced the densely forested landscape of Xhorhas to a barren desert. Since then, the wastes of Xhorhas have been rife with danger and conflict.
Throughout this wasteland, roaming tribes of humans and goblinkin warred amongst themselves and against the twisted creatures left behind by the Betrayer Gods. The nomadic clans lived in strife for centuries, only able to establish small bastions of civilization within the harsh wilderness. During this time, a group of dark elves emerged from the ashes of an ancient fortress of the Betrayer Gods, establishing themselves as the core civilization of the wastes.
Skirmishes now rage on the western border of the wastes, where the Kryn Dynasty seeks to regain what they believe to be rightfully theirs while the Dwendalian Empire attempts to push the invading forces from their lands...
Game Details
Campaign: Critical Role: Call of the Netherdeep Place: Online Payment: $15 (USD) per player per session paid through PayPal Date/Time: We have spots available in different Critical Role: Call of the Netherdeep campaigns. Once you join one, you'll be playing with the same group once per week on the same day and time. These are the available options:
Campaigns run at least 12 months. We'll continue playing every week until the hardcover adventure, bonus material, and storylines customized for the party are finished.
Request an Invite to Join
To request an invite to join, please send me a private message with the following info:
Your name: Your Discord username: Campaign: Your online D&D experience: none / beginner / intermediate / expert Your overall D&D experience: none / beginner / intermediate / expert Do you understand that this game costs $15 (USD) per session per player paid through PayPal? What are you looking for in a gaming experience? Tell me a little bit about your proposed character, such as race and class. (It's alright if you don't know.)
Tomb of Annihilation - Official D&D campaign run by a professional DM - New players welcome!
Tomb of Annihilation - Official D&D campaign run by a professional DM - New players welcome!
Based on the legendary AD&D adventure, Tomb of Horrors, which was written by Gary Gygax and published in 1978, Tomb of Annihilation is considered a must-play 5e campaign! Deep within the jungle lies a tomb from which no adventurer returns. Enter the tomb at your own peril. Succumb to this threat, and all that will remain of your soul is a dark sphere of annihilation where your heart used to be.
Something Evil
Something evil is trapping the souls of the dead. It's also draining life from all who have been raised from the dead. This worldwide death curse not only prevents the raising of the dead, but it also causes creatures that were previously raised from the dead to wither and die. The source of this death curse lies in a trap-riddled tomb hidden beneath a lost city in the depths of a vast jungle.
A Call for Help
A legendary adventurer needs your help. Years ago, she was raised from the dead. Now, she's withering away. Priests and healers advised her that the affliction was widespread and no spell could cure it. She spoke with well-connected friends, who told her that the source of the affliction is an ungodly necromantic device known as the Soulmonger. They got this information from a mysterious lich, but they don't know much about the Soulmonger other than its name and general whereabouts.
Adventurers willing to help her must travel to a dangerous region -- a land of untamed jungles and monsters -- to find the Soul monger and destroy it. Lurking somewhere deep in the jungle is Ras Nsi, a mythic, villainous figure, who was a human paladin sworn to protect the city of Mezro. But he betrayed his oath, and was banished. Rather than redeem himself, he raised an undead army to conquer Mezro. The would-be tyrant was defeated and banished once more. Mezro was later destroyed by the Spellplague -- or so it seemed. Ras Nsi lost his power to create and command the undead, so he withdrew to the city of Omu, leaving behind the vestiges of his undead army to roam unchecked throughout the jungle.
That was not the end of Ras Nsi, however. Bitter over his loss of power, he forged an alliance with the yuan-ti lurking in the ruins of Omu and underwent a ritual of transformation, becoming a yuan-ti malison. As a yuan-ti, Ras Nsi imposed his terrible will on the evil snake people and became their leader. Beneath the cracked and broken streets of Omu lies a secret yuan-ti temple called the Fane of the Night Serpent, where Ras Nsi holds sway and plots to bring about the end of the world. Omu is also home to the Tomb of the Nine Gods.
Trickster Gods
As you explore these treacherous ruins, you might encounter the spirits of Omu's trickster gods. Each one embodies a different alignment, and a character inhabited by one gains a special power as well as a fiaw. The nine trickster gods don't get along, and they try to push one another out of the characters' bodies. As the gods fight over their living hosts, the characters must deal with the deadly traps and monsters that guard the Soulmonger...
Game Details
Campaign: Tomb of Annihilation Place: Online Payment: $15 (USD) per player per session paid through PayPal Date/Time: Tomb of Annihilation Campaign 1: Thursday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
The campaign will run at least 12 months. We'll continue playing every week until the hardcover adventure, bonus material, and storylines customized for the party are finished.
Request an Invite to Join
To request an invite to join, please send me a private message with the following info:
Your name: Your Discord username: Campaign: Your online D&D experience: none / beginner / intermediate / expert Your overall D&D experience: none / beginner / intermediate / expert Do you understand that this game costs $15 (USD) per session per player paid through PayPal? What are you looking for in a gaming experience? Tell me a little bit about your proposed character, such as race and class. (It's alright if you don't know.)
Dragonlance: Shadow of the Dragon Queen - Official D&D campaign run by a professional DM - New players welcome!
Dragonlance: Shadow of the Dragon Queen - Official D&D campaign run by a professional DM - New players welcome!
March to war against the Dragon Armies in this adventure for the world’s greatest roleplaying game. Takhis is the Dragon Queen has returned to the world of Krynn. Across the land, her armies of fanatical draconians wage a brutal war of conquest. As the Dragon Armies march on the unprepared nation of Solamnia, only the defenders of the city of Kalaman stand in their way. But the Dragon Armies want more than just to crush their foes. An ancient evil in the Dragon Queen’s service seeks a magical weapon that could dominate Krynn for all time.
Enlist in the War of the Lance
Dragonlance: Shadow of the Dragon Queen is a tale of conflict and defiance set during the legendary War of the Lance. Create characters from Krynn, the world of the Dragonlance setting, then march them to the front lines of battle against the terrifying Dragon Armies.
Introduces war as a genre of play to fifth edition Dungeons & Dragons.
Introduces the Dragonlance setting with a focus on the War of the Lance. Embark on an epic adventure during this world-spanning conflict.
Provides character creation rules highlighting core elements of the Dragonlance setting, including the kender race and new backgrounds for the Knight of Solamnia and Mage of High Sorcery magic-users. Also introduces the Lunar Sorcery sorcerer subclass with new spells that bind your character to Krynn's three mystical moons and imbues you with lunar magic.
Pits heroes against the infamous death knight Lord Soth and his army of draconians.
The Cataclysm
Scholars and soldiers across Solamnia spread warnings of sinister forces rising beyond their nation’s borders. While every world’s history is vast and fractured, Krynn’s tale has been shattered by the global catastrophe called the Cataclysm. The World of Krynn was forged and destroyed, yet—broken and scarred—it continued on. Most of its people, seeking merely to survive in their slowly healing lands, care little for eons past. But the sages who piece together fragments of the past focus on three periods: before the Cataclysm, the Cataclysm itself, and the dire age since.
The Cataclysm ushered in a period of chaos. During the next three centuries, known as the Time of Darkness, cultures and ecologies were radically altered, causing famine, plague, and mass migrations. The Knights of Solamnia, the champions who might’ve kept Ansalon united, were distrusted as former allies of Istar and persecuted across the continent, even in Solamnia.
The elven nations shut their borders. The dwarves of Thorbardin withdrew to their deep tunnels, refusing entrance to refugees from the surface. Many societies turned on one another or fell to disease and war. Nations of hobgoblins and ogres spread, capitalizing on humanity’s decline and claiming whole regions. Much that survived the Cataclysm was lost in darkness.
At length, the worst effects of the disaster waned. Though many elves and mountain dwarves remained reclusive, other cultures tentatively rebuilt. Explorers ventured forth to map the drastically altered continent. Societies reestablished bonds of trade that united and diversified them.
As the civilizations of Krynn rebuilt, and new societies arose, the world learned to live with a jarring truth: the gods were truly gone. Religion on Krynn was altered forever. True clerics, who once worked miracles on behalf of their gods, had vanished. While some people remained devout, many others turned to false religions in search of answers and comfort. Some of these new faiths were founded by charlatans, others by zealots. Some claimed the names of the gods, others dismissed them entirely. In this radically changed world bereft of immortal insight, truth became subject to conjecture, even among Krynn’s most dedicated scholars.
The Dragon Queen’s Return
Even as Ansalon healed, a new threat grew. The Dragon Queen Takhisis—known as Tiamat on other worlds—was banished from Krynn over a thousand years ago. Since then, she had waited patiently, plotting her return. Unbeknownst to the other gods, she planted a piece of the kingpriest’s ruined temple at Neraka—hidden in the volcanic Taman Busuk region. There it grew into a baleful shadow of Istar’s greatest edifice. Though this allowed the Dragon Queen to influence the world through a portal opened there, a fragment of the temple’s foundation stone was missing, preventing her from fully returning to the world. She called on the evil dragons who served her, long withdrawn from the world, and began once more to plot the conquest of Krynn.
Chromatic dragons, acting on their god’s orders, stole the eggs of good metallic dragons. The metallic dragons reluctantly pledged to not interfere in the coming war in exchange for the promised safety of their abducted broods.
But the Dragon Queen’s servants secretly broke their promises. Takhisis taught her followers to corrupt the stolen eggs into monstrous warriors known as draconians, gambling that draconian armies will conquer Ansalon by the time the metallic dragons learn of this betrayal.
Unrivaled by gods or dragons, the Dragon Queen unleashes her forces upon a shattered world. In their god’s name, these Dragon Armies begin their conquest of Krynn.
The Dragon Armies
The Dragon Queen’s forces are organized into five Dragon Armies. Draconians fill the ranks of each, though the armies’ numbers also include humans, goblins, hobgoblins, ogres, and others who seek wealth and a return to pre-Cataclysm glories. Each Dragon Army is supported by chromatic dragons and their smaller kin, such as dragonnels and wyverns. These winged terrors provide a staggering advantage not seen on battlefields for over a thousand years.
The Dragon Queen has elevated her five most cunning and devout followers to the rank of dragon highlord, each commanding one of her armies. The highlords all report to Takhisis’s champion, Duulket Ariakas, but there is no shortage of treachery between—and within—the Dragon Armies. The Dragon Queen encourages these conflicts, trusting them to bring the most ruthless and capable leaders to prominence.
Game Details
Campaign: Dragonlance: Shadow of the Dragon Queen Place: Online Payment: $15 (USD) per player per session paid through PayPal Date/Time: Dragonlance Campaign 2: Sunday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern Dragonlance Campaign 3: Saturday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
The campaign will run at least 12 months. We'll continue playing every week until the hardcover adventure, bonus material, and storylines customized for the party are finished.
Request an Invite to Join
To request an invite to join, please send me a private message with the following info:
Your name: Your Discord username: Campaign: Dragonlance: Shadow of the Dragon Queen Your online D&D experience: none / beginner / intermediate / expert Your overall D&D experience: none / beginner / intermediate / expert Do you understand that this game costs $15 (USD) per session per player paid through PayPal? What are you looking for in a gaming experience? Tell me a little bit about your proposed character, such as race and class. (It's alright if you don't know.)
Honor Among Thieves: Keys from the Golden Vault: The Scourge of the Red Wizards - Official D&D campaign run by a professional DM - New players welcome!
Honor Among Thieves: Keys from the Golden Vault: The Scourge of the Red Wizards - Official D&D campaign run by a professional DM - New players welcome!
A shadowy organization, known as the Golden Vault, has hired you to join a heist crew that they're putting together to pull off a big job. Once completed, the Golden Vault presents your crew with another job, and then another, and another. Soon, you begin to realize that the series of heists are actually connected. What is the Golden Vault's true aim?
Keys from the Golden Vault
Rumored to be associated with metallic dragons, the Golden Vault is a secretive organization that has its base on one of the good-aligned Outer Planes. Its membership and activities are almost impossible for outsiders to track, but those in the know are aware that the organization purports to right moral wrongs, support virtuous underdogs, and handle delicate situations local authorities won’t touch. The Golden Vault’s motto might reflect its primary motivation: “Do good, no matter the cost.” Missions from the Golden Vault are often illegal, but they always seem to support a just, moral cause.
When the characters become Golden Vault operatives, they receive an ornate, key-operated music box from their handler. To propose a new heist to the adventure party, the Golden Vault dispatches a golden key to the group, usually via a hired courier. When the golden key is inserted into the characters’ music box and turned, the box pops open and plays a message that assigns them a heist, provides basic details, and sets them on the right path. After the message plays, the box closes and the key vanishes.
Heroes in the Shadows
Secrecy is paramount for the Golden Vault. To protect the organization, the characters’ handler never provides more information than is absolutely necessary. Similarly, Golden Vault operatives are aware of only a handful of their fellow members. This compartmentalization ensures no one individual knows enough to jeopardize the organization at large.
Should operatives be caught breaking the law while serving the Golden Vault, the organization promises to do its best to protect them. This must be accomplished without exposing the organization, however, so the characters are warned to take every precaution to avoid getting caught.
The Golden Vault has hired you to join a heist crew that they're putting together to pull off a big job. Once completed, the Golden Vault presents your crew with another job, and then another, and another. Soon, you begin to realize that the series of heists are actually connected. What is the Golden Vault's true aim?
The Scourge of the Red Wizards
The adventure will take characters to Thay, a mysterious and powerful magocratic nation in East Faerûn. Thay has long been governed by the Zulkirs of the Red Wizards, who have led the realm in an endless pursuit of arcane knowledge and power.
With the power of the Zulkirs growing, a brave band of adventurers may be the only hope to save all of Faerûn from the scourge of the Red Wizards.
Honor Among Thieves
Keys from the Golden Vault ties in with the hit action-adventure film Dungeons & Dragons: Honor Among Thieves, starring Chris Pine, Michelle Rodriguez, Regé-Jean Page, Justice Smith, Sophia Lillis, and Hugh Grant. The film premiered at South by Southwest on March 10, 2023, and was widely released in the United States on March 31, 2023 by Paramount Pictures.
Game Details
Campaign: Honor Among Thieves: Keys from the Golden Vault: The Scourge of the Red Wizards Place: Online Payment: $15 (USD) per player per session paid through PayPal Date/Time: We have spots available in different Honor Among Thieves campaigns. Once you join one, you'll be playing with the same group once per week on the same day and time. These are the available options:
Honor Among Thieves Campaign 1: Wednesday, 10am Pacific / 11am Mountain / Noon Central / 1pm Eastern Honor Among Thieves Campaign 2: Thursday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern Honor Among Thieves Campaign 3: Friday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern Honor Among Thieves Campaign 4: Friday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern Honor Among Thieves Campaign 6: Friday, 10am Pacific / 11am Mountain / Noon Central / 1pm Eastern Honor Among Thieves Campaign 7: Thursday at 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern Honor Among Thieves Campaign 8: Friday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern Honor Among Thieves Campaign 9: Sunday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Campaigns run at least 12 months. We'll continue playing every week until the hardcover adventure, bonus material, and storylines customized for the party are finished.
Request an Invite to Join
To request an invite to join, please send me a private message with the following info:
Your name: Your Discord username: Campaign: Your online D&D experience: none / beginner / intermediate / expert Your overall D&D experience: none / beginner / intermediate / expert Do you understand that this game costs $15 (USD) per session per player paid through PayPal? What are you looking for in a gaming experience? Tell me a little bit about your proposed character, such as race and class. (It's alright if you don't know.)
Would I be able to play a Changling Artificer in your Curse Of Strahd campaign?
Yes, you can play a Changeling Artificer in any of my campaigns! Since Changeling appears in Monsters of the Multiverse and Artificer appears in Tasha’s Cauldron of Everything, both are available during character creation via my compendium sharing, so you don't even have to purchase those books!
Hey I notice you ask for a discord tag with the request to join. I don't have a discord. Is that required?
Yes, we use Discord for voice communication during the game. Our groups also enjoy our Discord server for text chat between sessions and general community.
Don't worry, Discord is free, easy to sign up for, and easy to set up. It will work with your phone, tablet, or computer.
A new Curse of Strahd campaign kicks off tomorrow, Wednesday, March 1st, at 7pm PST (8pm MST, 9pm CST, 10pm EST). There are still a couple of spots available, so go ahead and submit your application if you'd like to join us on this epic adventure!
Official D&D campaigns run by a professional DM - New players welcome!
Game: D&D 5e
Group type: Online
Experience: No experience necessary! New players welcome!
Location/Time zone: Online
Roles sought: Player
Game style: Nice balance between roleplay, combat, and exploration.
Date/Time: Seats are available in several campaigns on various days and times. Please see the individual game details below.
Cost: $15 (USD) per player per session paid through PayPal.
About Me
I've enjoyed playing D&D and running games as a Dungeon Master for over 30 years, with the last several years spent as a professional DM. I take great pride in my work, as I invest time and energy preparing for sessions and working with players to make their experience truly enjoyable and memorable. I like to customize each adventure with stories and plots that aren't found in the officially published material to ensure that players in my groups enjoy a unique campaign. Likewise, I love helping players develop backstories for their characters over the course of a campaign, and I'll create custom quests based on these developments.
In addition, I work with a network of talented DMs to provide a superior gaming experience for all players. We collaborate to provide extra help for people, including those who have never played before. Our team approach also allows us to provide more gaming options for people, regardless of their schedules.
Why Play Paid Games with Me?
With the popularity of Dungeons & Dragons soaring to new heights, there aren't enough experienced DMs running free games to accommodate the increasing number of people who want to play D&D online. The free games that are available fill up fast, and often end just as quickly because there is no investment by the players and no incentive for the DM to commit long term. Games run by a professional DM can provide a superior experience for players who are looking to relax and have fun playing with the same group every week, rather than constantly having to start over by applying for and joining yet another free group, only to see it fold after a short time. People who join my campaigns will get a chance to finish it!
Here are some of the reasons why joining one of my paid games can provide a superior experience:
Via my compendium sharing, you'll have access to the Player's Handbook and at least 12 additional sourcebooks, at no additional cost, when you make your character. This includes:
Beginners Welcome!
New players are welcome in my games, including those who are new to online play and those who have never played anywhere before. I am happy to provide you with extra assistance to help you settle in and learn our beloved game, including during character creation, in session, and between sessions. There is no extra charge for any extra help which you might need.
Request an Invite to Join
To request an invite to join, please review the individual game options listed below, and then send me a private message with the information requested in the listing for the game you're interested in. Thanks, and I look forward to hearing from you!
Available Games
Here is a quick reference to our currently scheduled games, with links to the individual posts below with more information about the various adventures:
Curse of Strahd
https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/164507-official-d-d-campaigns-run-by-a-pro-dm-new-players?comment=2
Curse of Strahd Campaign 2: Tuesday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Curse of Strahd Campaign 5: Friday, 10am Pacific / 11am Mountain / Noon Central / 1pm Eastern
Curse of Strahd Campaign 6: Friday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern
Curse of Strahd Campaign 7: Wednesday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern
Curse of Strahd Campaign 9: Saturday, 2pm Pacific / 3pm Mountain / 4pm Central / 5pm Eastern / 10pm BST / 11pm CEST
Curse of Strahd Campaign 11: Saturday, 1am Pacific / 8am GMT / 6pm AEST / 7pm AEDT
Curse of Strahd Campaign 12: Sunday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Curse of Strahd Campaign 16: Wednesday, 2pm Pacific / 3pm Mountain / 4pm Central / 5pm Eastern / 10pm BST / 11pm CEST
Curse of Strahd Campaign 17: Wednesday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Curse of Strahd Campaign 20: Thursday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Curse of Strahd Campaign 21: Thursday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Curse of Strahd Campaign 23: Sunday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern
Curse of Strahd Campaign 24: Sunday, 2pm Pacific / 3pm Mountain / 4pm Central / 5pm Eastern / 10pm BST / 11pm CEST
Curse of Strahd Campaign 25: Saturday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern
Curse of Strahd Campaign 27: Monday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Curse of Strahd Campaign 30: Wednesday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Curse of Strahd Campaign 32: Tuesday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Curse of Strahd Campaign 33: Saturday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Curse of Strahd Campaign 34: Sunday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Curse of Strahd Campaign 36: Saturday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Curse of Strahd Campaign 37: Friday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Honor Among Thieves: Keys from the Golden Vault: The Scourge of the Red Wizards
https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/164507-official-d-d-campaigns-run-by-a-pro-dm-new-players?comment=11
Honor Among Thieves Campaign 1: Wednesday, 10am Pacific / 11am Mountain / Noon Central / 1pm Eastern
Honor Among Thieves Campaign 2: Thursday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Honor Among Thieves Campaign 3: Friday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Honor Among Thieves Campaign 4: Friday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Honor Among Thieves Campaign 6: Friday, 10am Pacific / 11am Mountain / Noon Central / 1pm Eastern
Honor Among Thieves Campaign 7: Thursday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Honor Among Thieves Campaign 8: Friday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern
Honor Among Thieves Campaign 9: Sunday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Honor Among Thieves Campaign 10: Friday, 2pm Pacific / 3pm Mountain / 4pm Central / 5pm Eastern / 10pm BST / 11pm CEST
Candlekeep Mysteries
https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/164507-official-d-d-campaigns-run-by-a-pro-dm-new-players?comment=3
Candlekeep Mysteries Sunday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Spelljammer: Adventures in Space: Light of Xaryxis
https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/164507-official-d-d-campaigns-run-by-a-pro-dm-new-players?comment=5
Spelljammer Campaign 1: Friday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern
Spelljammer Campaign 2: Tuesday, 1am Pacific / 8am GMT / 6pm AEST / 7pm AEDT
Spelljammer Campaign 3: Friday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Spelljammer Campaign 4: Saturday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Spelljammer Campaign 5: Monday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern
Critical Role: Call of the Netherdeep
https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/164507-official-d-d-campaigns-run-by-a-pro-dm-new-players?comment=7
Netherdeep Campaign 1: Monday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Netherdeep Campaign 2: Tuesday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Netherdeep Campaign 3: Friday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Netherdeep Campaign 4: Saturday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Dragonlance: Shadow of the Dragon Queen
https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/164507-official-d-d-campaigns-run-by-a-pro-dm-new-players?comment=9
Dragonlance Campaign 2: Sunday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Dragonlance Campaign 3: Saturday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Tomb of Annihilation
https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/164507-official-d-d-campaigns-run-by-a-pro-dm-new-players?comment=8
Tomb of Annihilation Campaign 1: Thursday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Baldur's Gate: Descent into Avernus
https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/164507-official-d-d-campaigns-run-by-a-pro-dm-new-players?comment=301
Baldur's Gate Campaign 2: Saturday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern
Baldur's Gate Campaign 3: Friday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Baldur's Gate Campaign 8: Wednesday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Baldur's Gate Campaign 11: Thursday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Baldur's Gate Campaign 12: Saturday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Baldur's Gate Campaign 13: Sunday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Baldur's Gate Campaign 14: Tuesday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Baldur's Gate Campaign 15: Sunday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Baldur's Gate Campaign 16: Monday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Icewind Dale: Rime of the Frostmaiden
https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/164507-official-d-d-campaigns-run-by-a-pro-dm-new-players?comment=365
Rime of the Frostmaiden Campaign 1: Friday 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Rime of the Frostmaiden Campaign 2: Friday 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern
Rime of the Frostmaiden Campaign 3: Thursday 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
The Wild Beyond the Witchlight: A Feywild Adventure
https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/164507-official-d-d-campaigns-run-by-a-pro-dm-new-players?comment=441
Wild Beyond the Witchlight Campaign 1: Monday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Wild Beyond the Witchlight Campaign 2: Wednesday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Tyranny of Dragons
https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/164507-official-d-d-campaigns-run-by-a-pro-dm-new-players?comment=452
Tyranny of Dragons Campaign 1: Tuesday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern
Tyranny of Dragons Campaign 2: Monday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern
Tyranny of Dragons Campaign 3: Sunday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Phandelver and Below: The Shattered Obelisk
https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/164507-official-d-d-campaigns-run-by-a-pro-dm-new-players?comment=630
Phandelver and Below Campaign 1: Friday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Phandelver and Below Campaign 4: Thursday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Phandelver and Below Campaign 5: Saturday, 2pm Pacific / 3pm Mountain / 4pm Central / 5pm Eastern / 10pm British Time / 11pm CET
Phandelver and Below Campaign 7: Sunday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Phandelver and Below Campaign 8: Friday, 2pm Pacific / 3pm Mountain / 4pm Central / 5pm Eastern / 10pm British Time / 11pm CET
Phandelver and Below Campaign 9: Wednesday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Phandelver and Below Campaign 11: Sunday, 2pm Pacific / 3pm Mountain / 4pm Central / 5pm Eastern / 10pm British Time / 11pm CET
Phandelver and Below Campaign 12: Saturday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Phandelver and Below Campaign 13: Saturday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Planescape: Adventures in the Multiverse: Sigil and the Outlands: Turn of Fortune's Wheel
https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/164507-official-d-d-campaigns-pro-dm-beginners-welcome?comment=684
Planescape Campaign 1: Friday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Planescape Campaign 2: Saturday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Planescape Campaign 3: Sunday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Planescape Campaign 4: Monday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern
Planescape Campaign 5: Saturday, 2pm Pacific / 3pm Mountain / 4pm Central / 5pm Eastern / 10pm BST / 11pm CEST
Vecna: Eve of Ruin
https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/164507-official-d-d-campaigns-pro-dm-beginners-welcome?comment=1161
Vecna Campaign 2: Monday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Vecna Campaign 3: Sunday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Vecna Campaign 4: Saturday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Vecna Campaign 5: Thursday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Vecna Campaign 6: Sunday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Vecna Campaign 7: Saturday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Curse of Strahd - Official D&D campaign run by a professional DM - New players welcome!
Curse of Strahd - Official D&D campaign run by a professional DM - New players welcome!
A retelling of the original Ravenloft module published by TSR in 1983, which is renowned as one of the greatest Dungeons & Dragons adventures ever!
A Story of Gothic horror...
Under raging storm clouds, a lone figure stands silhouetted against the ancient walls of Castle Ravenloft. The vampire Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves about him, billowing his cape in the darkness. Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power - and of madness. His once handsome face is contorted by a tragedy darker than the night itself.
Rumbling thunder pounds the castle spires. The wind's howling increases as Strahd turns his gaze back to the village. Far below, yet not beyond his ken, a party of adventurers has just entered his domain. Strahd's face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they have come - all according to his plan. He, the master of Ravenloft, will attend to them.
Another lightning flash rips through the darkness, its thunder echoing through the castle's towers. But Strahd is gone. Only the howling of the wind-or perhaps a lone wolf-fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited...
Welcome to Barovia
Adventurers from a foreign land find themselves in Barovia, a mysterious realm surrounded by deadly fog and ruled by Strahd von Zarovich, a vampire and wizard. Using a deck of tarokka cards to predict their future, a fortune-teller named Madam Eva sets them on a dark course that takes them to many corners of Barovia, culminating with a vampire hunt in Castle Ravenloft.
Barovia is a land of ghosts, werewolves, and other fell creatures. The wilderness hides many secrets, including forgotten ruins and battlefields that tell the story of Strahd's life as a conqueror. Adventurers who explore the wilderness find the remnants of Strahd's ancient enemies, not all of them as dead as one might expect. For the people of Barovia, there is no escape from this harsh land.
The Devil Strahd von Zarovich
In life, Strahd von Zarovich was a count, a prince, a soldier, and a conqueror. After the death of his father, King Barov, Strahd waged long, bloody wars against his family's enemies. He and his army cornered the last of these enemies in a remote mountain valley before slaying them all. Strahd named the valley Barovia, after his deceased father, and was so struck by its scenic beauty that he decided to settle there.
Queen Ravenovia lamented the death of Barov and was fearful of Strahd. War had made him cold and arrogant. She kept her younger son, Sergei, away from the battlefield. Strahd envied the love and attention his mother visited upon his brother, so in Barovia he remained. Peace made Strahd restless, and he began to feel like his best years were behind him. Unwilling to go the way of his father, Strahd studied magic and forged a pact with the Dark Powers of the Shadowfell in return for the promise of immortality.
Strahd scoured his conquered lands for wizards and artisans, brought them to the valley of Barovia, and commanded them to raise a castle to rival the magnificent fortresses of his ancestral homeland. Strahd named the castle Ravenloft, after his mother, to demonstrate his love for her. When it was complete, Strahd commanded his mother and brother to come to Barovia and stay with him. Sergei eventually took up residence at Raveoloft, but Ravenovia passed away while traveling to her namesake. In sorrowful disappointment, Strahd sealed his mother's body in a crypt beneath the castle.
Strahd's attention soon turned to Tatyana, a young Barovian woman of fine lineage and remarkable beauty. Strahd believed her to be a worthy bride, and he lavished Tatyana with gifts and attention. Despite Strahd's efforts, she instead fell in love with the younger, warmer Sergei. Strahd's pride prevented him from standing in the way of the young couple's love until the day of Sergei and Tatyana's wedding, when Strahd gazed into a mirror and realized he had been a fool. Strahd murdered Sergei and drank his blood, sealing the evil pact between Strahd and the Dark Powers. He then chased Sergei's bride-to-be through the gardens, determined to make her accept and love him. Tatyana hurled herself off a castle balcony to escape Strahd's pursuit, plunging to her death.
Treacherous castle guards, seizing the opportunity to rid the world of Strahd forever, shot their master with arrows. But Strahd did not die. The Dark Powers honored the pact they had made. The sky went black as Strahd turned on the guards, his eyes blazing red. He had become a vampire.
Game Details
Campaign: Curse of Strahd
Place: Online
Payment: $15 (USD) per player per session paid through PayPal
Date/Time:
We have spots available in several different Curse of Strahd campaigns. Once you join one, you'll be playing with the same group once per week on the same day and time. These are the available options:
Curse of Strahd Campaign 2: Tuesday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Curse of Strahd Campaign 5: Friday, 10am Pacific / 11am Mountain / Noon Central / 1pm Eastern
Curse of Strahd Campaign 6: Friday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern
Curse of Strahd Campaign 7: Wednesday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern
Curse of Strahd Campaign 9: Saturday, 2pm Pacific / 3pm Mountain / 4pm Central / 5pm Eastern / 10pm BST / 11pm CEST
Curse of Strahd Campaign 11: Saturday, 1am Pacific / 8am GMT / 6pm AEST / 7pm AEDT
Curse of Strahd Campaign 12: Sunday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Curse of Strahd Campaign 16: Wednesday, 2pm Pacific / 3pm Mountain / 4pm Central / 5pm Eastern / 10pm BST / 11pm CEST
Curse of Strahd Campaign 17: Wednesday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Curse of Strahd Campaign 20: Thursday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Curse of Strahd Campaign 21: Thursday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Curse of Strahd Campaign 23: Sunday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern
Curse of Strahd Campaign 24: Sunday, 2pm Pacific / 3pm Mountain / 4pm Central / 5pm Eastern / 10pm BST / 11pm CEST
Curse of Strahd Campaign 25: Saturday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern
Curse of Strahd Campaign 27: Monday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Curse of Strahd Campaign 30: Wednesday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Curse of Strahd Campaign 32: Tuesday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Curse of Strahd Campaign 33: Saturday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Curse of Strahd Campaign 34: Sunday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Curse of Strahd Campaign 36: Saturday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Curse of Strahd Campaign 37: Friday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Campaigns run at least 12 months. We'll continue playing every week until the hardcover adventure, bonus material, and storylines customized for the party are finished.
Request an Invite to Join
To request an invite to join, please send me a private message with the following info:
Your name:
Your Discord username:
Campaign:
Your online D&D experience: none / beginner / intermediate / expert
Your overall D&D experience: none / beginner / intermediate / expert
Do you understand that this game costs $15 (USD) per session per player paid through PayPal?
What are you looking for in a gaming experience?
Tell me a little bit about your proposed character, such as race and class. (It's alright if you don't know.)
Candlekeep Mysteries - Official D&D campaign run by a professional DM - New players welcome!
Candlekeep Mysteries - Official D&D campaign run by a professional DM - New players welcome!
Candlekeep attracts scholars like a flame attracts moths. Historians, sages, and others who crave knowledge flock to this mountaintop library fortress to peruse its vast collection of books, scribbled into which are the answers to the mysteries that bedevil them. Candlekeep Fortress houses the largest repository of written lore in Faerûn, including the collected prophecies of ancient sage Alaundo the Seer. Many of Candlekeep's books contain mysteries — each one a doorway to a great adventure. Dare you cross that threshold?
A Mountaintop Fortress
Standing atop a rocky crag overlooking the Sea of Swords, the massive citadel of Candlekeep has endured the elements for centuries and defied the degradations of time. Visible for miles around, Candlekeep has an eye-catching silhouette: a high wall interspersed with towers. This wall encloses a large space from which more towers rise. Those who behold the edifice say it looks like nothing so much as a cake decorated with an overabundance of candles.
The entrance to Candlekeep is a double gate that stands at the end of the Way of the Lion, the only road that provides access to and from the outside world. The route follows a lonely path across the peninsula where Candlekeep stands. Those who gain entry discover a cloistered community of scholars milling around inside Candlekeep’s walls, a place of enlightened conversation and friendly debate. No better place in the Realms exists for those who have a love for or a need of knowledge and who want to pursue such interests alongside fellow seekers.
Entering Candlekeep
The enormous double gates of Candlekeep are three times the height of a human and wrought of black metal magically warded to foil attempts to damage them. Both doors are emblazoned with the sigil of Candlekeep. One of the two gates stands open far enough to admit visitors during the day, and the other is kept shut.
Bedecked in purple vestments, five Avowed priests of Deneir (god of writing) oversee the front gates, examining and discussing written works presented by hopefuls trying to gain entrance. If a question arises, the Avowed send a runner to consult with a sage in the library. The runner eventually returns bearing a missive of acceptance or denial. Visiting scholars experienced in this procedure often bring a selection of possible donations to ensure admittance. Despite the stringent entrance requirements, the Avowed do accept rare editions of tomes already in the collection, journals of those who recount unique or insightful experiences, or the odd work that has been annotated by a prominent scholar outside the library.
Once granted admission, visitors quickly discover that it’s wise to assemble a “wish list” of works that members of the senior staff are interested in collecting, potentially reducing the guesswork of readmission on future visits. Those admitted to Candlekeep, referred to as seekers, can request the assistance of an Avowed adjutant who acts as a guide and research assistant for the duration of their visit. This guide has access to all the resources of the library, with the exception of the vaults that contain the rarest and most dangerous works. Seekers can appeal to higher-ranking Avowed for permission to peruse these off-limits works.
Great Books Hide Their Secrets Well...
The world of the Forgotten Realms is one of high fantasy, populated by elves, dwarves, halflings, humans, and other folk. Steel-hearted adventurers from backcountry farmsteads and sleepy villages follow tales that take them to strange, glorious, faraway places. Good maps and clear trails can carry inexperienced youths with dreams of glory far across the world, but these paths are never safe. Traveling throughout the Realms invites the perils of fell magic and deadly monsters. Farms and freeholds within a day’s walk of a city might fall prey to monsters, and no place is safe from the sudden wrath of a dragon.
Details about the history and nature of the Realms fill volumes, and much of that knowledge resides in books and scrolls sealed in Candlekeep’s vaults. Each one is the key to a door behind which danger and glory await.
Here are just a few of the mysterious titles that brave adventurers can explore at Candlekeep:
Book of the Raven
A treasure map tucked inside this volume beckons readers to a remote hilltop chalet occupied by a secret society.
Zikran's Zephyrean Tome
A trapped djinni offers a wish spell to anyone who finds a way to release him.
Shemshime's Bedtime Rhyme
A catchy and contagious rhyme traces back to a sinister clockwork book.
Alkazaar's Appendix
Chronicles an unsolved mystery about a wandering stone golem in the desert.
The Curious Tale of Wisteria Vale
Holds the key to unlocking a bard’s prison.
The Book of Inner Alchemy
A search for the missing pages of this tome might put you in conflict with the powerful Monks of the Immortal Lotus.
Game Details
Campaign: Candlekeep Mysteries
Place: Online
Payment: $15 (USD) per player per session paid through PayPal
Date/Time: Sunday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
The campaign will run at least 12 months. We'll continue playing every week until the hardcover adventure, bonus material, and storylines customized for the party are finished.
Request an Invite to Join
To request an invite to join, please send me a private message with the following info:
Your name:
Your Discord username:
Campaign: Candlekeep Mysteries, Sunday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Your online D&D experience: none / beginner / intermediate / expert
Your overall D&D experience: none / beginner / intermediate / expert
Do you understand that this game costs $15 (USD) per session per player paid through PayPal?
What are you looking for in a gaming experience?
Tell me a little bit about your proposed character, such as race and class. (It's alright if you don't know.)
Waterdeep: Dragon Heist - Official D&D campaign run by a professional DM - New players welcome!
Waterdeep: Dragon Heist - Official D&D campaign run by a professional DM - New players welcome!
In Waterdeep, a gold coin is called a dragon, and someone has hidden half a million dragons in the City of Splendors. Villains relentlessly hunt for the treasure. May the gods protect any adventurer who stands in their way!
Welcome to Waterdeep
Welcome to Waterdeep, the crown of the North, where a wondrous tale of urban adventure is about to unfold. Our story begins with the gathering of adventurers at the Yawning Portal Inn and Tavern. Volothamp Geddarm, the famous explorer and raconteur, has a quest for them-one that entangles the characters in a bitter conflict between two nefarious organizations. lf the adventurers complete his quest, Volo rewards them handsomely. Yet a much greater prize lies hidden somewhere in the City of Splendors, waiting to be claimed.
Story Overview
Waterdeep: Dragon Heist is a treasure hunt set against an urban backdrop. A half-million gold coins are hidden somewhere in Waterdeep. Many individuals know about the cache and are looking for it. Adventurers can join the hunt and prevent the cache from falling into evil hands.
Meanwhile, the city is threatened by escalating tension between two power groups that is on the verge of flaring into violence. The Zhentarim, a shadowy network of mercenaries, and Xanathar, the beholder crime lord of Waterdeep, are at odds, and when they clash, anyone and everyone could be pulled into the conflict.
A Cache of Dragons
In Waterdeep, a gold coin is called a dragon. Before he was ousted from his position as the Open Lord of Waterdeep, Dagult Neverember embezzled half a million dragons and hid them in a secret vault. As a security precaution, he arranged for all knowledge of the vault's location and defenses to be magically erased from his mind and the minds of his subordinates. The wizard who performed the procedure trapped this knowledge within an artifact called the Stone of Golorr. The wizard disappeared shortly thereafter, and Dagult hid the stone in the Palace of Waterdeep.
Dagult was off rebuilding the city of Neverwinter when the other Lords of Waterdeep voted him out of office. He immediately made plans to retrieve the Stone of Golorr and smuggle his cache of dragons out of Waterdeep. His spies plucked the stone from the palace but were killed while trying co leave the city. The stone was stolen and passed from one hand to another like a common jewel until it wound up in the clutches of Xanathar.
War in the Streets
Beneath the city streets lurks a criminal underworld, its leader a beholder called Xanathar. Hoping to gain a political foothold in Waterdeep, agents of the Zhentarim (also known as the Black Network) recently tried to ally their organization with the Xanathar Guild. The architect of this attempt was a clone of the wizard Manshoon, a founder of the Black Network long thought dead.
While the two sides were negotiating in Xanathar's lair, the Stone of Golorr suddenly disappeared from where Xanathar had hidden it. The paranoid beholder accused the Black Network of stealing it and slew the Zhentarim envoys who were present. When the Zhents retaliated by attacking Xanathar Guild outposts, Xanathar took their actions as confirmation of the Black Network's vile intentions. Now the bad blood between the Zhentarim and Xanathar has begun to spill into the streets, threatening peace throughout the city...
Game Details
Campaign: Waterdeep: Dragon Heist
Place: Online
Payment: $15 (USD) per player per session paid through PayPal
Date/Time: Seating is now closed for Waterdeep: Dragon Heist. Private message me if you'd like to join the waitlist for this Dragon Heist game or a new one when it starts. Or check out our other adventures in this thread.
The campaign will run at least 12 months. We'll continue playing every week until the hardcover adventure, bonus material, and storylines customized for the party are finished.
Spelljammer: Adventures in Space: Light of Xaryxis - Official D&D campaign run by a professional DM - New players welcome!
Spelljammer: Adventures in Space: Light of Xaryxis - Official D&D campaign run by a professional DM - New players welcome!
A thrilling space-based adventure setting for the world’s greatest roleplaying game. Spelljammer: Adventures in Space presents the Astral Plane as a Dungeons & Dragons campaign setting unlike any other. Home of the stars and gateway to the heavens, the Astral Plane teems with excitement and possibility. With the help of magic, spelljammers can cross the oceans of Wildspace, ply the silvery void known as the Astral Sea, and hop between worlds of the D&D multiverse.
Set Sail for the Stars!
In a D&D game, adventures can unfold in any corner of the multiverse—not just in the dungeons and wildernesses of the Material Plane but also on other planes of existence, including what celestial navigators refer to as Wildspace. When you stand on a Material Plane world and look up at the night sky, what you’re seeing is Wildspace and, beyond that, the Astral Sea. Exploring these realms and the worlds they surround is the crux of a Spelljammer campaign.
The Astral Plane is, quite literally, the plane of stars. More precisely, it is where the stars and portals to the heavens reside—an infinitely vast celestial void that surrounds all the worlds of the Material Plane.
Every D&D world—whether round, flat, or some other shape—exists in an airless void known as Wildspace. A world might be solitary, or it might have neighbors: one or more suns, worlds, moons, asteroids, comets, or other bodies. This neighborhood of celestial and planetary bodies is called a Wildspace system.
In Wildspace, the Material Plane and the Astral Plane overlap. Creatures and objects in Wildspace age normally and are effectively on both of those planes at once. If you were to leave your home world and continue outward until you neared the edge of your Wildspace system, you would begin to see a faint, silvery haze. By traveling into this haze, you pass from Wildspace into the Astral Sea, more colorfully known as the Silver Void. The deeper into the Astral Sea you travel, the thicker and brighter the haze becomes, but the stars that shine through it are always visible. Wildspace and the Astral Sea together comprise the Astral Plane.
The Astral Sea, like Wildspace, is a void; however, it is not an airless one. Here, you can breathe normally and exist indefinitely, never aging and never needing food or drink. You can propel yourself through the Astral Sea with the power of your mind alone, though many astral voyagers wisely travel in well-armed ships, for this place is the home of a host of fearsome creatures. Here travelers might find the petrified hulks of dead gods and swirling pools of color that serve as portals to other planes of existence.
Much in the way that oars and strong winds enable travel by sea on terrestrial worlds, magic items called spelljamming helms are used to propel and steer ships through Wildspace and the Astral Sea. A spelljamming helm customarily takes the form of an ornate chair in which the ship’s pilot sits. To attune to a spelljamming helm, one must be a spellcaster. The pilot of a spelljamming ship is called a spelljammer.
New Character Aspects
The following backgrounds are new options introduced in Spelljammer:
Astral Drifter - For longer than you can remember, you have traversed the Astral Sea. There, you experienced firsthand the wonders of the Silver Void: you stopped aging and no longer felt hunger or thirst. Driven by wanderlust, you drifted from one part of the Astral Sea to another, like a mote of dust on the wind. You have lost count of the decades that have passed since you arrived here. In your travels, you have camped on the petrified hulks of dead gods and narrowly escaped the psychic winds that sweep across the Astral Sea while also avoiding prolonged contact with the plane’s most dangerous denizens.
Wildspacer - You were raised in the void of Wildspace—home to asteroid miners, moon farmers, and other hardy folk. Perhaps you grew up in a far-flung settlement such as the Rock of Bral, or you spent your early years on the crew of a spelljamming ship, performing helpful chores such as swabbing the deck, loading and offloading cargo, and scraping barnacles off the hull.
6 new races are available to players in Spelljammer:
Astral elf - An elf denizen of the Astral Plane who is possibly hundreds of years old
Autognome - A mechanical gnome who has free will
Giff - A hippo-headed being of impressive size
Hadozee -A simian being who adapts well to the hazards of Wildspace
Plasmoid - An amoeba-like person
Thri-kreen - A telepathic, insectile being
In addition, Githyanki are natives of the Astral Plane. The playable githyanki was presented in Monsters of the Multiverse, and is available for play in this campaign, along with several dozen other races!
Welcome to Wildspace!
Player characters begin as cadets in Spelljammer Academy before heading out to explore space in this fantastic setting.
Spelljammer Academy’s newest recruits are brought to the Simulations Deck for a quick combat trial so that academy personnel can assess their skills and readiness. After the simulation, the new cadets receive a crash course on the academy’s purpose and general layout, as they complete a laundry list of tasks to acclimate to their new home. While fulfilling the orders given to them by Boatswain Tarto, the characters meet Mirt the Merciless and discover that someone has sent the head of Spelljammer Academy a most deadly gift.
The recruits undertake a quick combat trial on the Simulations Deck, so that academy personnel can assess their skills. After the simulation, the new cadets receive a crash course on the academy’s purpose and general layout, as they complete a laundry list of tasks to acclimate to their new home. Intruder Alert! The cadets deliver a crate of supplies to Mirt the Merciless, the head of the academy, but discover that their cargo contains a deadly surprise.
Attack of the Astral Elves
Characters must save their home world from an attack by an empire of astral elves. The attack is underway when the adventure begins. After taking refuge aboard a spelljamming vessel, the characters head for the stars to discover who is responsible for the attack and how they can save their world.
During the adventure, the characters encounter many space-dwelling creatures, some of which become companions on the party’s voyage. The characters also meet Princess Xedalli, an astral elf who is embroiled in a power struggle with her twin brother, Prince Xeleth, over who will rule the empire that currently threatens the characters’ world. With or without Xedalli’s help, the characters must assemble an unlikely alliance to strike at the heart of the astral elf empire.
The characters encounter many grandiose locations as the adventure unfolds, including an asteroid city known as the Rock of Bral and the imperial citadel of the astral elves, which orbits a star called Xaryxis.
Light of Xaryxis
The light of Xaryxis has nourished the Xaryxian Empire for millennia, serving as a wellspring for the magical power that the astral elves of Xaryxispace use to sustain their empire. A thousand years ago, the star’s light began to fade, threatening the elves’ prosperity, so Emperor Xavan turned the dying star into a parasite that leaches the life from worlds using crystal seeds harvested from the star.
After the elves select a suitable host world, ships known as star moths release hundreds of astral seeds into the planet’s atmosphere. The seeds fall from the sky and bury themselves in the ground and the oceans of the world. After the astral seeds take root, they produce enormous crystalline vines. The tendrils of these vines extend deep into the world and draw life energy from it. Once the vines have sapped a world of its energy, a process that can take months, they send out a bright beam of light that travels back to Xaryxis, temporarily replenishing the star's radiance and leaving the host world a barren husk.
Although Xaryxis shines brilliantly after each replenishment, it isn’t long before the light of Xaryxis begins to wane once more, presaging the doom of another world.
Once astral seeds have taken root on a host world, there is no easy way to stop the transformation—the vines are too thick and too numerous to be uprooted. Destroying the star Xaryxis, which acts as a lodestone for the astral seeds, is the only way to free a world from their grip. If the star goes dark, the crystal vines release their stored energy back into the host world, shrivel, and die.
Game Details
Campaign: Spelljammer: Adventures in Space: Light of Xaryxis
Place: Online
Payment: $15 (USD) per player per session paid through PayPal
Date/Time:
We have spots available in different Spelljammer: Adventures in Space: Light of Xaryxis campaigns. Once you join one, you'll be playing with the same group once per week on the same day and time. These are the available options:
Spelljammer Campaign 1: Friday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern
Spelljammer Campaign 2: Tuesday, 1am Pacific / 8am GMT / 6pm AEST / 7pm AEDT
Spelljammer Campaign 3: Friday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Spelljammer Campaign 4: Saturday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Spelljammer Campaign 5: Monday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern
Campaigns run at least 12 months. We'll continue playing every week until the hardcover adventure, bonus material, and storylines customized for the party are finished.
Request an Invite to Join
To request an invite to join, please send me a private message with the following info:
Your name:
Your Discord username:
Campaign:
Your online D&D experience: none / beginner / intermediate / expert
Your overall D&D experience: none / beginner / intermediate / expert
Do you understand that this game costs $15 (USD) per session per player paid through PayPal?
What are you looking for in a gaming experience?
Tell me a little bit about your proposed character, such as race and class. (It's alright if you don't know.)
Your name: Ethan
Your Discord tag (UserName#0000): BKDCouchPotato#5953
Campaign: Curse of Strahd Campaign 2 or 5
Your online D&D experience: intermediate
Your overall D&D experience: intermediate
Do you understand that this game costs $15 (USD) per session per player paid through PayPal? Seems reasonable
What are you looking for in a gaming experience? I'm looking to expand my player experience. I've been playing in a regular Sunday night game for the past few months and I'd like to add some more variety to who I play with. I'm not the greatest at role-playing but I'd like to think I've been coming out of my shell in that area. Combat is my favorite part of playing but I understand it isn't the only part of the game.
As for my proposed character, I have 5 already made just waiting for their turn in the spotlight (even if they spend that time lurking in the shadows). I'm open to making whatever would mesh best with whatever group I'd be joining, or randomly choosing one to throw into the mix.
Critical Role: Call of the Netherdeep - Official D&D campaign run by a professional DM - New players welcome!
Critical Role: Call of the Netherdeep - Official D&D campaign run by a professional DM - New players welcome!
An epic Critical Role campaign for the world’s greatest roleplaying game. The greed of mortals has awakened a powerful entity long thought destroyed. For eons, this mighty champion of the gods has been imprisoned in the darkest depths of Exandria. His name has been forgotten, as have his heroic deeds. Languishing in despair, he calls out for new heroes to save him...
Can You Change Fate?
Inspired by the campaigns of the hit series Critical Role, this adventure begins in the Wastes of Xhorhas and leads to the glimmering oasis-city of Ank’Harel on the continent of Marquet, and from there into a sunken realm of gloom, corruption, and sorrow known as the Netherdeep. Above it all, the red moon of Ruidus watches, twisting the fates of those who have the power to shape the course of history.
Welcome to the World of Exandria
Explore The Wastes of Xhorhas
Don't let the name fool you: The wastes of Xhorhas are full of exciting locales and creatures — just don't wander too far off the beaten path!
A mountain range known as Ashkeeper Peaks is home to the ruins of Draconia, a once glorious floating city-state of dragonborn that came crashing down after an assault by a sect of chromatic dragons that wanted to rule the world. Enjoy majestic waterfalls and see griffons and other flying beasts in their natural habitat. A long walk south through the Dreemoth Ravine will take you to Xarzith Kitril, where Draconia's survivors established a fine city.
The Calamity was a monumentally tragic period for Wildemount. Mortals and gods alike stood up against the Betrayer Gods, and the ensuing war wreaked destruction around the world. It's said that the Barbed Fields were home to the final battles of the Calamity, which is now a wasteland filled with odd-looking spires and sinkholes.
Ruled by 12 dark elf Dens, Rosohna is a city that rose from the ashes of the Betrayer Gods' primary stronghold, Ghor Dranas. Bask in the splendor of crystalline cathedrals, glowing gardens, and obsidian walls. Despite what you might have been taught by the Dwendalian Empire, the dark elves here are generally welcoming of others. But they are still sensitive to sunlight — hence the magical shield over the city that blocks out the sun. You'll delight in seeing underground farms and edible bioluminescent fungi in the Shadowshire.
The cultural hub of the region is Asarius, also known as the City of Beasts, as its huge military presence calls for loads of war beasts and other beasts of burden. Ask around to see if you can pet a moorbounder, but take care not to lose your fingers!
Jigow is coastal town that brings together goblins and orcs under the light of the Luxon. It's also home to some of the finest seafood you'll taste on this side of Wildemount. Compared to Asarius, you'll find Jigow to be far safer, but keep a close eye on your coin purse just the same. Meatwaters is where you'll get your fill of local delicacies, while Jumble is where you'll find homes built atop horizonback tortoises.
Beware of the cyclopses when traveling through Iothia Moorland, where you'll find hilly grasslands, lakes, and swamps throughout. The roving, rival clans might be trouble as well.
The Vermaloc Wildwood is as deadly as it is stunning, with lovely maroon and purplish trees and leaves that appear trapped in eternal autumn. Admittedly, the woods are a bit of a trap. Though they draw in folks from across the wastes — and it's splendorous wandering through their camps — we can't actually go into the Vermaloc Wildwood. The woods are the main source of logging for the wastes of Xhorhas, and ample monstrosities hunt throughout them...
Conflict in Xhorhas
The world-shattering war between the Betrayer Gods and the righteous Prime Deities, known as the Calamity, reduced the densely forested landscape of Xhorhas to a barren desert. Since then, the wastes of Xhorhas have been rife with danger and conflict.
Throughout this wasteland, roaming tribes of humans and goblinkin warred amongst themselves and against the twisted creatures left behind by the Betrayer Gods. The nomadic clans lived in strife for centuries, only able to establish small bastions of civilization within the harsh wilderness. During this time, a group of dark elves emerged from the ashes of an ancient fortress of the Betrayer Gods, establishing themselves as the core civilization of the wastes.
Skirmishes now rage on the western border of the wastes, where the Kryn Dynasty seeks to regain what they believe to be rightfully theirs while the Dwendalian Empire attempts to push the invading forces from their lands...
Game Details
Campaign: Critical Role: Call of the Netherdeep
Place: Online
Payment: $15 (USD) per player per session paid through PayPal
Date/Time:
We have spots available in different Critical Role: Call of the Netherdeep campaigns. Once you join one, you'll be playing with the same group once per week on the same day and time. These are the available options:
Netherdeep Campaign 1: Monday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Netherdeep Campaign 2: Tuesday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Campaigns run at least 12 months. We'll continue playing every week until the hardcover adventure, bonus material, and storylines customized for the party are finished.
Request an Invite to Join
To request an invite to join, please send me a private message with the following info:
Your name:
Your Discord username:
Campaign:
Your online D&D experience: none / beginner / intermediate / expert
Your overall D&D experience: none / beginner / intermediate / expert
Do you understand that this game costs $15 (USD) per session per player paid through PayPal?
What are you looking for in a gaming experience?
Tell me a little bit about your proposed character, such as race and class. (It's alright if you don't know.)
Tomb of Annihilation - Official D&D campaign run by a professional DM - New players welcome!
Tomb of Annihilation - Official D&D campaign run by a professional DM - New players welcome!
Based on the legendary AD&D adventure, Tomb of Horrors, which was written by Gary Gygax and published in 1978, Tomb of Annihilation is considered a must-play 5e campaign! Deep within the jungle lies a tomb from which no adventurer returns. Enter the tomb at your own peril. Succumb to this threat, and all that will remain of your soul is a dark sphere of annihilation where your heart used to be.
Something Evil
Something evil is trapping the souls of the dead. It's also draining life from all who have been raised from the dead. This worldwide death curse not only prevents the raising of the dead, but it also causes creatures that were previously raised from the dead to wither and die. The source of this death curse lies in a trap-riddled tomb hidden beneath a lost city in the depths of a vast jungle.
A Call for Help
A legendary adventurer needs your help. Years ago, she was raised from the dead. Now, she's withering away. Priests and healers advised her that the affliction was widespread and no spell could cure it. She spoke with well-connected friends, who told her that the source of the affliction is an ungodly necromantic device known as the Soulmonger. They got this information from a mysterious lich, but they don't know much about the Soulmonger other than its name and general whereabouts.
Adventurers willing to help her must travel to a dangerous region -- a land of untamed jungles and monsters -- to find the Soul monger and destroy it. Lurking somewhere deep in the jungle is Ras Nsi, a mythic, villainous figure, who was a human paladin sworn to protect the city of Mezro. But he betrayed his oath, and was banished. Rather than redeem himself, he raised an undead army to conquer Mezro. The would-be tyrant was defeated and banished once more. Mezro was later destroyed by the Spellplague -- or so it seemed. Ras Nsi lost his power to create and command the undead, so he withdrew to the city of Omu, leaving behind the vestiges of his undead army to roam unchecked throughout the jungle.
That was not the end of Ras Nsi, however. Bitter over his loss of power, he forged an alliance with the yuan-ti lurking in the ruins of Omu and underwent a ritual of transformation, becoming a yuan-ti malison. As a yuan-ti, Ras Nsi imposed his terrible will on the evil snake people and became their leader. Beneath the cracked and broken streets of Omu lies a secret yuan-ti temple called the Fane of the Night Serpent, where Ras Nsi holds sway and plots to bring about the end of the world. Omu is also home to the Tomb of the Nine Gods.
Trickster Gods
As you explore these treacherous ruins, you might encounter the spirits of Omu's trickster gods. Each one embodies a different alignment, and a character inhabited by one gains a special power as well as a fiaw. The nine trickster gods don't get along, and they try to push one another out of the characters' bodies. As the gods fight over their living hosts, the characters must deal with the deadly traps and monsters that guard the Soulmonger...
Game Details
Campaign: Tomb of Annihilation
Place: Online
Payment: $15 (USD) per player per session paid through PayPal
Date/Time:
Tomb of Annihilation Campaign 1: Thursday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
The campaign will run at least 12 months. We'll continue playing every week until the hardcover adventure, bonus material, and storylines customized for the party are finished.
Request an Invite to Join
To request an invite to join, please send me a private message with the following info:
Your name:
Your Discord username:
Campaign:
Your online D&D experience: none / beginner / intermediate / expert
Your overall D&D experience: none / beginner / intermediate / expert
Do you understand that this game costs $15 (USD) per session per player paid through PayPal?
What are you looking for in a gaming experience?
Tell me a little bit about your proposed character, such as race and class. (It's alright if you don't know.)
Dragonlance: Shadow of the Dragon Queen - Official D&D campaign run by a professional DM - New players welcome!
Dragonlance: Shadow of the Dragon Queen - Official D&D campaign run by a professional DM - New players welcome!
March to war against the Dragon Armies in this adventure for the world’s greatest roleplaying game. Takhis is the Dragon Queen has returned to the world of Krynn. Across the land, her armies of fanatical draconians wage a brutal war of conquest. As the Dragon Armies march on the unprepared nation of Solamnia, only the defenders of the city of Kalaman stand in their way. But the Dragon Armies want more than just to crush their foes. An ancient evil in the Dragon Queen’s service seeks a magical weapon that could dominate Krynn for all time.
Enlist in the War of the Lance
Dragonlance: Shadow of the Dragon Queen is a tale of conflict and defiance set during the legendary War of the Lance. Create characters from Krynn, the world of the Dragonlance setting, then march them to the front lines of battle against the terrifying Dragon Armies.
The Cataclysm
Scholars and soldiers across Solamnia spread warnings of sinister forces rising beyond their nation’s borders. While every world’s history is vast and fractured, Krynn’s tale has been shattered by the global catastrophe called the Cataclysm. The World of Krynn was forged and destroyed, yet—broken and scarred—it continued on. Most of its people, seeking merely to survive in their slowly healing lands, care little for eons past. But the sages who piece together fragments of the past focus on three periods: before the Cataclysm, the Cataclysm itself, and the dire age since.
The Cataclysm ushered in a period of chaos. During the next three centuries, known as the Time of Darkness, cultures and ecologies were radically altered, causing famine, plague, and mass migrations. The Knights of Solamnia, the champions who might’ve kept Ansalon united, were distrusted as former allies of Istar and persecuted across the continent, even in Solamnia.
The elven nations shut their borders. The dwarves of Thorbardin withdrew to their deep tunnels, refusing entrance to refugees from the surface. Many societies turned on one another or fell to disease and war. Nations of hobgoblins and ogres spread, capitalizing on humanity’s decline and claiming whole regions. Much that survived the Cataclysm was lost in darkness.
At length, the worst effects of the disaster waned. Though many elves and mountain dwarves remained reclusive, other cultures tentatively rebuilt. Explorers ventured forth to map the drastically altered continent. Societies reestablished bonds of trade that united and diversified them.
As the civilizations of Krynn rebuilt, and new societies arose, the world learned to live with a jarring truth: the gods were truly gone. Religion on Krynn was altered forever. True clerics, who once worked miracles on behalf of their gods, had vanished. While some people remained devout, many others turned to false religions in search of answers and comfort. Some of these new faiths were founded by charlatans, others by zealots. Some claimed the names of the gods, others dismissed them entirely. In this radically changed world bereft of immortal insight, truth became subject to conjecture, even among Krynn’s most dedicated scholars.
The Dragon Queen’s Return
Even as Ansalon healed, a new threat grew. The Dragon Queen Takhisis—known as Tiamat on other worlds—was banished from Krynn over a thousand years ago. Since then, she had waited patiently, plotting her return. Unbeknownst to the other gods, she planted a piece of the kingpriest’s ruined temple at Neraka—hidden in the volcanic Taman Busuk region. There it grew into a baleful shadow of Istar’s greatest edifice. Though this allowed the Dragon Queen to influence the world through a portal opened there, a fragment of the temple’s foundation stone was missing, preventing her from fully returning to the world. She called on the evil dragons who served her, long withdrawn from the world, and began once more to plot the conquest of Krynn.
Chromatic dragons, acting on their god’s orders, stole the eggs of good metallic dragons. The metallic dragons reluctantly pledged to not interfere in the coming war in exchange for the promised safety of their abducted broods.
But the Dragon Queen’s servants secretly broke their promises. Takhisis taught her followers to corrupt the stolen eggs into monstrous warriors known as draconians, gambling that draconian armies will conquer Ansalon by the time the metallic dragons learn of this betrayal.
Unrivaled by gods or dragons, the Dragon Queen unleashes her forces upon a shattered world. In their god’s name, these Dragon Armies begin their conquest of Krynn.
The Dragon Armies
The Dragon Queen’s forces are organized into five Dragon Armies. Draconians fill the ranks of each, though the armies’ numbers also include humans, goblins, hobgoblins, ogres, and others who seek wealth and a return to pre-Cataclysm glories. Each Dragon Army is supported by chromatic dragons and their smaller kin, such as dragonnels and wyverns. These winged terrors provide a staggering advantage not seen on battlefields for over a thousand years.
The Dragon Queen has elevated her five most cunning and devout followers to the rank of dragon highlord, each commanding one of her armies. The highlords all report to Takhisis’s champion, Duulket Ariakas, but there is no shortage of treachery between—and within—the Dragon Armies. The Dragon Queen encourages these conflicts, trusting them to bring the most ruthless and capable leaders to prominence.
Game Details
Campaign: Dragonlance: Shadow of the Dragon Queen
Place: Online
Payment: $15 (USD) per player per session paid through PayPal
Date/Time:
Dragonlance Campaign 2: Sunday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Dragonlance Campaign 3: Saturday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
The campaign will run at least 12 months. We'll continue playing every week until the hardcover adventure, bonus material, and storylines customized for the party are finished.
Request an Invite to Join
To request an invite to join, please send me a private message with the following info:
Your name:
Your Discord username:
Campaign: Dragonlance: Shadow of the Dragon Queen
Your online D&D experience: none / beginner / intermediate / expert
Your overall D&D experience: none / beginner / intermediate / expert
Do you understand that this game costs $15 (USD) per session per player paid through PayPal?
What are you looking for in a gaming experience?
Tell me a little bit about your proposed character, such as race and class. (It's alright if you don't know.)
Honor Among Thieves: Keys from the Golden Vault: The Scourge of the Red Wizards - Official D&D campaign run by a professional DM - New players welcome!
Honor Among Thieves: Keys from the Golden Vault: The Scourge of the Red Wizards - Official D&D campaign run by a professional DM - New players welcome!
A shadowy organization, known as the Golden Vault, has hired you to join a heist crew that they're putting together to pull off a big job. Once completed, the Golden Vault presents your crew with another job, and then another, and another. Soon, you begin to realize that the series of heists are actually connected. What is the Golden Vault's true aim?
Keys from the Golden Vault
Rumored to be associated with metallic dragons, the Golden Vault is a secretive organization that has its base on one of the good-aligned Outer Planes. Its membership and activities are almost impossible for outsiders to track, but those in the know are aware that the organization purports to right moral wrongs, support virtuous underdogs, and handle delicate situations local authorities won’t touch. The Golden Vault’s motto might reflect its primary motivation: “Do good, no matter the cost.” Missions from the Golden Vault are often illegal, but they always seem to support a just, moral cause.
When the characters become Golden Vault operatives, they receive an ornate, key-operated music box from their handler. To propose a new heist to the adventure party, the Golden Vault dispatches a golden key to the group, usually via a hired courier. When the golden key is inserted into the characters’ music box and turned, the box pops open and plays a message that assigns them a heist, provides basic details, and sets them on the right path. After the message plays, the box closes and the key vanishes.
Heroes in the Shadows
Secrecy is paramount for the Golden Vault. To protect the organization, the characters’ handler never provides more information than is absolutely necessary. Similarly, Golden Vault operatives are aware of only a handful of their fellow members. This compartmentalization ensures no one individual knows enough to jeopardize the organization at large.
Should operatives be caught breaking the law while serving the Golden Vault, the organization promises to do its best to protect them. This must be accomplished without exposing the organization, however, so the characters are warned to take every precaution to avoid getting caught.
The Golden Vault has hired you to join a heist crew that they're putting together to pull off a big job. Once completed, the Golden Vault presents your crew with another job, and then another, and another. Soon, you begin to realize that the series of heists are actually connected. What is the Golden Vault's true aim?
The Scourge of the Red Wizards
The adventure will take characters to Thay, a mysterious and powerful magocratic nation in East Faerûn. Thay has long been governed by the Zulkirs of the Red Wizards, who have led the realm in an endless pursuit of arcane knowledge and power.
With the power of the Zulkirs growing, a brave band of adventurers may be the only hope to save all of Faerûn from the scourge of the Red Wizards.
Honor Among Thieves
Keys from the Golden Vault ties in with the hit action-adventure film Dungeons & Dragons: Honor Among Thieves, starring Chris Pine, Michelle Rodriguez, Regé-Jean Page, Justice Smith, Sophia Lillis, and Hugh Grant. The film premiered at South by Southwest on March 10, 2023, and was widely released in the United States on March 31, 2023 by Paramount Pictures.
Game Details
Campaign: Honor Among Thieves: Keys from the Golden Vault: The Scourge of the Red Wizards
Place: Online
Payment: $15 (USD) per player per session paid through PayPal
Date/Time:
We have spots available in different Honor Among Thieves campaigns. Once you join one, you'll be playing with the same group once per week on the same day and time. These are the available options:
Honor Among Thieves Campaign 1: Wednesday, 10am Pacific / 11am Mountain / Noon Central / 1pm Eastern
Honor Among Thieves Campaign 2: Thursday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Honor Among Thieves Campaign 3: Friday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Honor Among Thieves Campaign 4: Friday, 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Honor Among Thieves Campaign 6: Friday, 10am Pacific / 11am Mountain / Noon Central / 1pm Eastern
Honor Among Thieves Campaign 7: Thursday at 7pm Pacific / 8pm Mountain / 9pm Central / 10pm Eastern
Honor Among Thieves Campaign 8: Friday, 9pm Pacific / 10pm Mountain / 11pm Central / Midnight Eastern
Honor Among Thieves Campaign 9: Sunday, 4pm Pacific / 5pm Mountain / 6pm Central / 7pm Eastern
Campaigns run at least 12 months. We'll continue playing every week until the hardcover adventure, bonus material, and storylines customized for the party are finished.
Request an Invite to Join
To request an invite to join, please send me a private message with the following info:
Your name:
Your Discord username:
Campaign:
Your online D&D experience: none / beginner / intermediate / expert
Your overall D&D experience: none / beginner / intermediate / expert
Do you understand that this game costs $15 (USD) per session per player paid through PayPal?
What are you looking for in a gaming experience?
Tell me a little bit about your proposed character, such as race and class. (It's alright if you don't know.)
Would I be able to play a Changling Artificer in your Curse Of Strahd campaign?
Yes, you can play a Changeling Artificer in any of my campaigns! Since Changeling appears in Monsters of the Multiverse and Artificer appears in Tasha’s Cauldron of Everything, both are available during character creation via my compendium sharing, so you don't even have to purchase those books!
Can I make my character on DND Beyond or do I have to do that somewhere else?
Yes, we use DND Beyond for character creation!
Hey I notice you ask for a discord tag with the request to join. I don't have a discord. Is that required?
Yes, we use Discord for voice communication during the game. Our groups also enjoy our Discord server for text chat between sessions and general community.
Don't worry, Discord is free, easy to sign up for, and easy to set up. It will work with your phone, tablet, or computer.
OK, i'll do it
When you're ready, simply submit the brief "request to join" questionnaire via private message and I'll respond in kind to get you set up. Thanks!
I did it
A new Curse of Strahd campaign kicks off tomorrow, Wednesday, March 1st, at 7pm PST (8pm MST, 9pm CST, 10pm EST). There are still a couple of spots available, so go ahead and submit your application if you'd like to join us on this epic adventure!
Details and application instructions are here:
https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/164507-official-d-d-campaigns-run-by-a-pro-dm-new-players?comment=2