Both of these campaigns will use Discord for voice (required) and the Fantasy Grounds Unity VTT, which you can download for free
Looking for one or two players each for campaigns set in a homebrew setting (setting document provided). Both of these campaigns are ongoing but have lost a player or two and I'd like to keep the roster at 6 minimum. If you're interested I'll get you a google drive link to the setting document. I don't expect any one to read the entire thing but its appreciated if you check out the entries for the race and class options you're considering. These campaigns are *strictly* 2024 rules (plus my homebrewed Minotaur species), no "backwards compatibility." Contact me if you are interested.
Five years ago, the southern city of Shathport burned under the shadow of the Red Necromancer’s army. The dead ruled its streets for months, and though the invaders were finally driven out, the scars remain. One-third of the city lies in graves—or unmarked crypts beneath the waves. The rest try to rebuild amidst chaos, trauma, and dangerous opportunity. Now, Shathport stands at a crossroads. The Queen of Old Daernguard has declared her intent to restore the Gothrond Empire, and her banners may soon fly over the southern coast. Across Dagger Bay, the long-corrupt port of Oldport sharpens its knives, eager to seize control of southern trade. And in Shathport itself, merchant lords bicker and plot while the streets simmer with unrest. You are hired by Valdran Merroth, a generous and charismatic merchant prince with a reputation for charity and justice. He offers you gold, prestige, and a place among his trusted agents—to investigate forgotten ruins, recover lost artifacts, root out criminal elements, and protect the city’s fragile peace. But nothing in Shathport is what it seems. Alliances shift. Secrets fester. Loyalties are tested. And behind Valdran’s smile may lie a vision that could change the fate of the city forever.
Themes: Postwar recovery, political intrigue, power and ambition, uncovering truth, moral dilemmas.
Mondays at 10AM CST I will be running the adventures from the anthology Tales of the Yawning Portal, with changes to suit the homebrewed setting as necessary. Some story filler (possibly including shorter homebrewed adventures and encounters) will also be in the mix. Please read the story pitch below to understand the framework I'm looking at/for here.
The Banner Yet Unraised
The Red Necromancer is dead, and yet victorious. Death made him a fearsome god. The battlefield fires have gone cold. But peace, if that’s what this is, feels more like the eye of the storm than its end.
It has been a decade of disasters The Wizards’ War shattered trust in arcane power.
The Red Necromancer’s War burned cities to ash and left them in ruins.
The Resurrection of Scheth—or whatever nearly answered that call—nearly tore the veil between life and death two winters past.
The Loyalist Faction believes these events are not coincidences. They are symptoms of something larger, darker, rising beneath the surface of the world.
And if the Free Cities remain fractured, they will fall one by one. Queen Aemilia the Uncrowned
Queen Aemilia bears no crown.
The ancient seat of Gothrond has not yet returned to her, nor has any city-state sworn fealty. Even Old Daernguard, the ruined capital, offers only an empty throne and polite words from its wary council.
But Aemilia is not a queen only by blood or birthright. She is a queen by vision, by sacrifice—and perhaps by necessity.
She sends you not as generals, but as symbols. As agents. As answers. If peace, order, and hope are to return, they must come wearing mortal faces, not gilded crowns. Your Charge: To Raise the Banner
You are tasked with traveling to the Free Cities and borderlands, not to conquer—but to help, heal, and rebuild. Your mission is to:
Solve the local threats the city lords cannot or will not.
Expose cults, monsters, and schemes destabilizing the realm.
Earn the people’s trust—and with it, their leaders’ allegiance.
Prove, through deed and danger, that Queen Aemilia offers more than just another claimant to a dead empire.
In doing so, you may create the queen’s power. Your success—your lives—may be the only leverage Aemilia has. And the World Watches
Not all believe in the Loyalist cause. Some city-states prefer independence. Others whisper of their own ambitions. The Sign of the Rat slithers through the cracks of weakened cities. Cults of the Red Necromancer fester in shadow. Worse still, there are those who believe Scheth was never truly banished—only delayed.
If unity is not forged now, the next cataclysm may be the final one. You Begin With Nothing—And Everything To Prove
You do not carry titles. You carry a royal writ, worth only as much as your reputation makes it. You are not yet heroes. But you may become the kind of legend that saves a kingdom before it ever truly exists.
ME AS A DM: I've got over 30 years experience, and like to consider myself a story-oriented DM (however I acknowledge that D&D is largely a combat-centric game by nature). I don't have a lot of patience for power gamers or murder hobos. Not attacking your play style, its just not for me. I try to facilitate player story ideas to the best of my ability, but I don't extend that to using a lot of homebrew, UA, or third party material for player options (the short reason is; I think we all know a lot of it is unbalanced and its simply easier to say "no" to all of it than to argue with players over why some is acceptable and some is not. DMing requires enough effort as it is). In terms of the advancing story, I really like to roll with what the players give me, so yes, my plans may and probably will change based on what you're expressing interest in, and so on.
YOU AS A PLAYER: It is YOUR responsibility to create and play a character who is motivated to participate in the adventure. It isn't and shouldn't be the responsibility of the other players to motivate your character. Similarly, I require some basic levels of player etiquette. Yes its a game, no that doesn't mean you can steal from and murder other people's characters. EVERYONE should be having fun. "Its what my character would do" is no excuse. Create a character who would, at minimum, have motivations to further the groups' interests.
Both of these campaigns will use Discord for voice (required) and the Fantasy Grounds Unity VTT, which you can download for free
Looking for one or two players each for campaigns set in a homebrew setting (setting document provided). Both of these campaigns are ongoing but have lost a player or two and I'd like to keep the roster at 6 minimum. If you're interested I'll get you a google drive link to the setting document. I don't expect any one to read the entire thing but its appreciated if you check out the entries for the race and class options you're considering. These campaigns are *strictly* 2024 rules (plus my homebrewed Minotaur species), no "backwards compatibility." Contact me if you are interested.
Saturdays at 11 PM CST, Homebrewed campaign "Noblesse Oblige"
NOBLESSE OBLIGE
Five years ago, the southern city of Shathport burned under the shadow of the Red Necromancer’s army. The dead ruled its streets for months, and though the invaders were finally driven out, the scars remain. One-third of the city lies in graves—or unmarked crypts beneath the waves. The rest try to rebuild amidst chaos, trauma, and dangerous opportunity.
Now, Shathport stands at a crossroads. The Queen of Old Daernguard has declared her intent to restore the Gothrond Empire, and her banners may soon fly over the southern coast. Across Dagger Bay, the long-corrupt port of Oldport sharpens its knives, eager to seize control of southern trade. And in Shathport itself, merchant lords bicker and plot while the streets simmer with unrest.
You are hired by Valdran Merroth, a generous and charismatic merchant prince with a reputation for charity and justice. He offers you gold, prestige, and a place among his trusted agents—to investigate forgotten ruins, recover lost artifacts, root out criminal elements, and protect the city’s fragile peace.
But nothing in Shathport is what it seems. Alliances shift. Secrets fester. Loyalties are tested.
And behind Valdran’s smile may lie a vision that could change the fate of the city forever.
Themes: Postwar recovery, political intrigue, power and ambition, uncovering truth, moral dilemmas.
Mondays at 10AM CST
I will be running the adventures from the anthology Tales of the Yawning Portal, with changes to suit the homebrewed setting as necessary. Some story filler (possibly including shorter homebrewed adventures and encounters) will also be in the mix. Please read the story pitch below to understand the framework I'm looking at/for here.
The Banner Yet Unraised
The Red Necromancer is dead, and yet victorious. Death made him a fearsome god. The battlefield fires have gone cold. But peace, if that’s what this is, feels more like the eye of the storm than its end.
It has been a decade of disasters
The Wizards’ War shattered trust in arcane power.
The Red Necromancer’s War burned cities to ash and left them in ruins.
The Resurrection of Scheth—or whatever nearly answered that call—nearly tore the veil between life and death two winters past.
The Loyalist Faction believes these events are not coincidences. They are symptoms of something larger, darker, rising beneath the surface of the world.
And if the Free Cities remain fractured, they will fall one by one.
Queen Aemilia the Uncrowned
Queen Aemilia bears no crown.
The ancient seat of Gothrond has not yet returned to her, nor has any city-state sworn fealty. Even Old Daernguard, the ruined capital, offers only an empty throne and polite words from its wary council.
But Aemilia is not a queen only by blood or birthright. She is a queen by vision, by sacrifice—and perhaps by necessity.
She sends you not as generals, but as symbols. As agents. As answers. If peace, order, and hope are to return, they must come wearing mortal faces, not gilded crowns. Your Charge: To Raise the Banner
You are tasked with traveling to the Free Cities and borderlands, not to conquer—but to help, heal, and rebuild. Your mission is to:
Solve the local threats the city lords cannot or will not.
Expose cults, monsters, and schemes destabilizing the realm.
Earn the people’s trust—and with it, their leaders’ allegiance.
Prove, through deed and danger, that Queen Aemilia offers more than just another claimant to a dead empire.
In doing so, you may create the queen’s power. Your success—your lives—may be the only leverage Aemilia has.
And the World Watches
Not all believe in the Loyalist cause. Some city-states prefer independence. Others whisper of their own ambitions. The Sign of the Rat slithers through the cracks of weakened cities. Cults of the Red Necromancer fester in shadow. Worse still, there are those who believe Scheth was never truly banished—only delayed.
If unity is not forged now, the next cataclysm may be the final one.
You Begin With Nothing—And Everything To Prove
You do not carry titles. You carry a royal writ, worth only as much as your reputation makes it. You are not yet heroes. But you may become the kind of legend that saves a kingdom before it ever truly exists.
ME AS A DM: I've got over 30 years experience, and like to consider myself a story-oriented DM (however I acknowledge that D&D is largely a combat-centric game by nature). I don't have a lot of patience for power gamers or murder hobos. Not attacking your play style, its just not for me. I try to facilitate player story ideas to the best of my ability, but I don't extend that to using a lot of homebrew, UA, or third party material for player options (the short reason is; I think we all know a lot of it is unbalanced and its simply easier to say "no" to all of it than to argue with players over why some is acceptable and some is not. DMing requires enough effort as it is). In terms of the advancing story, I really like to roll with what the players give me, so yes, my plans may and probably will change based on what you're expressing interest in, and so on.
YOU AS A PLAYER: It is YOUR responsibility to create and play a character who is motivated to participate in the adventure. It isn't and shouldn't be the responsibility of the other players to motivate your character. Similarly, I require some basic levels of player etiquette. Yes its a game, no that doesn't mean you can steal from and murder other people's characters. EVERYONE should be having fun. "Its what my character would do" is no excuse. Create a character who would, at minimum, have motivations to further the groups' interests.
We tell stories of greatness to remind ourselves that we too can be great.