Game: D&D 5e with D&D 5e and 5.5 Expanded character options Group type:Online Experience:No experience necessary. Everyone is welcome, including those who have never played before! Location/Timezone:Online (players in all time zones are welcome) Schedule:See individual game posts below. Roles sought:Player Game style:Good balance between roleplay, combat, and exploration.
About Me
It's been my privilege to play and run D&D games for over 30 years. I've served as a full-time professional Dungeon Master for the last several years. This is my art form, which I take great pride in. I make it my mission to ensure that each player enjoys a truly memorable experience at my table.
I own every book ever published on Ravenloft, dating all the way back to the original module. It's by far my favorite campaign setting. If you play in one of my Strahd games, it will be my pleasure to share my love and knowledge of this fabulous lore with you!
I customize each adventure with stories and plots so that players in my groups enjoy a unique campaign. I also help players develop backstories for their characters over the course of a campaign, if they wish, and I'll even create custom quests based on them.
What's more, I feel fortunate to be able to work with a talented group of DMs to provide an even better gaming experience for everyone. We collaborate in providing extra help to people, and we are very welcoming to those those who are new to the game. This team approach also allows us to offer more gaming options to people.
Why A Paid Game
Dungeons & Dragons has never been more popular than it is right now, and the number of players continues to increase rapidly. There simply aren't enough experienced DMs running free games. What free games there are 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 enjoy playing with the same group every week, rather than having to start over by constantly joining the next free game that comes along. If you want to start and finish a long-term D&D campaign -- and experience it the way it was meant to played -- then join my game.
Here are some of the reasons why joining one of my games can provide a superior experience:
I own everything ever published on Ravenloft, and am steeped in the lore! Want an immersive experience? You've come to the right place!
This is my passion. It's my job. I have an incentive to show for sessions prepared and to provide an outstanding experience week after week.
Charging a small entry fee per person virtually eliminates postponed sessions and broken 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. They typically don't quit impulsively when something doesn't go their way.
Players do not make any additional purchases at all 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. There is no extra charge to you.
Via my compendium sharing, you'll have access to over a dozen sourcebooks, at no additional cost, when you make your character. This includes over 120 classes and subclasses, 100 races and subraces, 80-plus feats, and over 40 official backgrounds.
Beginners Welcome!
Beginners are welcome in my games, including people new to online play and those who have never played anywhere before. I enthusiastically provide newcomers with extra assistance to help them get settled in and learn our beloved game, including during character creation, in game, and between sessions. There is no extra charge for any extra help you might need.
Available Games
Here is a list of our currently available games, with links to the individual posts below for more information about each adventure:
***NEW*** Arcana Unleashed: Deadfall - Official D&D hardcover campaign run by a pro DM - New players welcome!!!
***NEW*** Arcana Unleashed: Deadfall - Official D&D hardcover campaign run by a pro DM - New players welcome!!!
A brand new D&D 5e official hardcover adventure release by Wizards of the Coast! Deep in the Forgotten Realms, the nation of Thay — notorious for its tyrannical, red-robed wizards — casts an ominous shadow. Secrets are passed in the dark, a looming threat of unimagined power seeks to crumble societies, and one figure stands at the center of it all: Szass Tam.
Szass Tam
Szass Tam remains one of the most legendary archvillains in the long and storied history of Dungeons & Dragons. The evil mastermind is known for weaving intricate plots, often enacted by his myriad fanatical followers. As a lich, the Thayan zulkir of Necromancy has the luxury of waiting for his plots and schemes to play out over many lifetimes, with each defeat serving only as a temporary setback in his masterplan. It is thought that Tam's ultimate goal is to achieve godhood, and he would represent a threat to the entire multiverse if were he to achieve this.
Arcana Unleashed: Deadfall
Arcana Unleashed: Deadfall casts players as secret agents in Thay serving a ruling Red Wizard who dares oppose the lich Szass Tam. The characters must navigate high-stakes missions to undermine Szass Tam before he raises demonic undead hordes and destroys Thay.
New Player Options
Arcana Unleashed includes the following player options:
8 new or revised Subclasses: Arcana Domain (Cleric), Arcane Archer (Fighter), Warrior of the Mystic Arts (Monk), Vestige Patron (Warlock), and the Conjurer, Enchanter, Necromancer, and Transmuter (Wizard).
10 Backgrounds, nearly all tied to an arcane faction. Arcana Unleashed introduces 9 arcane factions, each with its own leadership, renown rewards, bastion facilities, member benefits, and rivalries. Nine Factions and a Society Run on Magic!
33 new or revised spells.
20+ feats, including new options across the Origin, Fighting Style, Epic Boon, and General categories.
Game Details
Campaign: Arcana Unleashed: Deadfall Place: Online Payment: $15 (USD) per session per player paid through PayPal Day/Time: Multiple campaigns on different days/times as follows:
Arcana Unleashed: Deadfall Campaign 1: Sunday 7:00 PM Pacific / 8:00 PM Mountain / 9:00 PM Central / 10:00 PM Eastern Arcana Unleashed: Deadfall Campaign 2: Wednesday 7:00 PM Pacific / 8:00 PM Mountain / 9:00 PM Central / 10:00 PM Eastern Payment: $15 per player per session paid through PayPal
This campaign will run at least one year. We will continue playing every week until the officially published hardcover book, additional lore, and custom quests created for the party have all been finished. Characters start at level 1 and will advance to level 20 before the adventure ends.
About Me
It's been my privilege to play and run D&D games for over 30 years. I've served as a full-time professional Dungeon Master for the last several years. This is my art form, which I take great pride in. I make it my mission to ensure that each player enjoys a truly memorable experience at my table.
I own every D&D book ever published by TSR and WOTC, dating all the way back to the original releases. If you play in one of my games, it will be my pleasure to share my love and knowledge of this fabulous lore with you!
I customize each adventure with stories and plots so that players in my groups enjoy a unique campaign. I also help players develop backstories for their characters over the course of a campaign, if they wish, and I'll even create custom quests based on them.
What's more, I feel fortunate to be able to work with a talented group of DMs to provide an even better gaming experience for everyone. We collaborate in providing extra help to people, and we are very welcoming to those those who are new to the game. This team approach also allows us to offer more gaming options to people.
Why A Paid Game
Dungeons & Dragons has never been more popular than it is right now, and the number of players continues to increase rapidly. There simply aren't enough experienced DMs running free games. What free games there are 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 enjoy playing with the same group every week, rather than having to start over by constantly joining the next free game that comes along. If you want to start and finish a long-term D&D campaign -- and experience it the way it was meant to played -- then join my game.
Here are some of the reasons why joining one of my games can provide a superior experience:
I own everything every D&D book ever published by TSR and WOTC, and am steeped in the lore! Want an immersive experience? You've come to the right place!
This is my passion. It's my job. I have an incentive to show for sessions prepared and to provide an outstanding experience week after week.
Charging a small entry fee per person virtually eliminates postponed sessions and broken 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. They typically don't quit impulsively when something doesn't go their way.
Players do not make any additional purchases at all 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. There is no extra charge to you.
Via my compendium sharing, you'll have access to over a dozen sourcebooks, at no additional cost, when you make your character. This includes over 120 classes and subclasses, 100 races and subraces, 80-plus feats, and over 40 official backgrounds.
Beginners Welcome!
Beginners are welcome in my games, including people new to online play and those who have never played anywhere before. I enthusiastically provide newcomers with extra assistance to help them get settled in and learn our beloved game, including during character creation, in game, and between sessions. There is no extra charge for any extra help you might need.
Request an Invite to Play
To request an invite to play in this campaign, please post the following message "Reply to this Topic" section below:
"I want to play the new D&D adventure Arcana Unleashed: Deadfall with you!"
Vecna: Eve of Ruin - Official D&D hardcover campaign run by a pro DM - New players welcome!
Vecna: Eve of Ruin - Official D&D hardcover campaign run by a pro DM - New players welcome!
This adventure celebrates fifty years of Dungeons & Dragons history. The story spans many beloved settings and wondrous planes of existence, including Toril, the Underdark, the Astral Sea, the Mournland on Eberron, Ravenloft, the Northern Dargaard Mountains on Krynn, the Isle of Serpents on Oerth, and Avernus in the Nine Hells. Its cast includes characters iconic to longtime fans. This adventure’s stakes involve the fate of all worlds—in other words, the multiverse. If the player characters finish this adventure successfully, they’ll reach 20th level and will have thwarted one of the most notorious villains in D&D’s history.
This campaign includes the entire published hardcover adventure, as well as additional material designed to immerse players in the wonderful locations and lore found throughout this rich story.
Existence in Peril
For many years, the lich Vecna has imagined remaking existence. When this adventure starts, Vecna is already a god. Never truly satisfied, he yearns to become the most powerful being in the multiverse. Unfortunately for his enemies, Vecna recently devised the Ritual of Remaking to turn his dreams into reality.
The Ritual of Remaking
Vecna’s Ritual of Remaking involves gathering powerful secrets, extracting energy from them, and interweaving this energy with the lich’s essence and magic. After Vecna and his cultists extract enough secrets, the lich plans to weave the ritual alone in the Cave of Shattered Reflection on the plane of Pandemonium.
The cave holds the power to harness energy and reveal fundamental truths, making it the perfect location for the ritual. The combined power of Vecna’s magic and the collected secrets reaches critical mass at the end of the ritual, triggering an explosion of sufficient magnitude to destroy Pandemonium and unravel the multiverse. Vecna, with his consciousness preserved inside a magical singularity, can then reknit the multiverse exactly as he wants, sealing the multiverse’s terrible fate.
Vecna plans to elevate himself above all others and to rewrite the histories and details of the entire multiverse. In Vecna’s new reality, all people serve him, he has never known defeat, and all who oppose him live in torment.
By the time this adventure begins, the lich has gathered a hoard of secrets and is nearly ready to begin the Ritual of Remaking. Only the characters can stop Vecna’s evil plan.
Vecna’s History
Throughout the adventure, Vecna proceeds with his plans as if nothing can stop him. However, the waves of magic the lich and his cult unleash in preparing for the Ritual of Remaking garner the attention of powerful individuals.
One is Kas, a vampire warrior who once served Vecna but is now Vecna’s eternal enemy. Kas learns the details of Vecna’s plans and plots to co-opt the ritual for himself. The characters are destined to become embroiled in the legendary hatred between the lich-god Vecna and the warlord Kas.
Game Details
Campaign: Vecna: Eve of Ruin Place: Online Payment: $15 (USD) per session per player paid through PayPal Day/Time: Multiple campaigns on different days/times as follows:
This campaign will run at least 1 year. We'll continue playing every week until the hardcover adventure, bonus material, and story lines customized for the party have all been finished.
About Me
It's been my privilege to play and run D&D games for over 30 years. I've served as a full-time professional Dungeon Master for the last several years. This is my art form, which I take great pride in. I make it my mission to ensure that each player enjoys a truly memorable experience at my table.
I own every D&D book ever published by TSR and WOTC, dating all the way back to the original releases. If you play in one of my games, it will be my pleasure to share my love and knowledge of this fabulous lore with you!
I customize each adventure with stories and plots so that players in my groups enjoy a unique campaign. I also help players develop backstories for their characters over the course of a campaign, if they wish, and I'll even create custom quests based on them.
What's more, I feel fortunate to be able to work with a talented group of DMs to provide an even better gaming experience for everyone. We collaborate in providing extra help to people, and we are very welcoming to those those who are new to the game. This team approach also allows us to offer more gaming options to people.
Why A Paid Game
Dungeons & Dragons has never been more popular than it is right now, and the number of players continues to increase rapidly. There simply aren't enough experienced DMs running free games. What free games there are 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 enjoy playing with the same group every week, rather than having to start over by constantly joining the next free game that comes along. If you want to start and finish a long-term D&D campaign -- and experience it the way it was meant to played -- then join my game.
Here are some of the reasons why joining one of my games can provide a superior experience:
I own everything ever published by TSR and WOTC, and am steeped in the lore! Want an immersive experience? You've come to the right place!
This is my passion. It's my job. I have an incentive to show for sessions prepared and to provide an outstanding experience week after week.
Charging a small entry fee per person virtually eliminates postponed sessions and broken 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. They typically don't quit impulsively when something doesn't go their way.
Players do not make any additional purchases at all 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. There is no extra charge to you.
Via my compendium sharing, you'll have access to over a dozen sourcebooks, at no additional cost, when you make your character. This includes over 120 classes and subclasses, 100 races and subraces, 80-plus feats, and over 40 official backgrounds.
Beginners Welcome!
Beginners are welcome in my games, including people new to online play and those who have never played anywhere before. I enthusiastically provide newcomers with extra assistance to help them get settled in and learn our beloved game, including during character creation, in game, and between sessions. There is no extra charge for any extra help you might need.
Request an Invite to Play
To request an invite to play in this campaign, please post the following message "Reply to this Topic" section below:
"I want to play the D&D adventure Vecna: Eve of Ruin with you!"
Curse of Strahd - Official D&D hardcover campaign run by a pro DM - New players welcome!
Curse of Strahd - Official D&D hardcover campaign run by a pro DM - New players welcome!
Curse of Strahd is a retelling of the original Ravenloft adventure, which was published in 1983 by TSR. It has gained a reputation as one of the greatest Dungeons & Dragons adventures ever. Curse of Strahd is a story of gothic horror, which broke new ground by presenting a D&D adventure that was as much story-driven as location-based, featuring a villain who was complex and terrifying.
This campaign includes the entire published hardcover adventure, as well as additional material which expands what we know about the lands around Castle Ravenloft and sheds new light on the dark past of the castle’s lord. The lands of Barovia are from a forgotten world in the D&D multiverse, and this adventure gives glimpses into that world. In time, cursed Barovia was torn from its home world by the Dark Powers and bound in mist as one of the Domains of Dread in the Shadowfell.
A Tale 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...
A Land of Ghosts
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 town of Vallaki stands ready to defend itself against the servants of Strahd, but it's far from the sanctuary it purports to be. The village of Krezk lies near the edge of Strahd's domain, its abbey now in the clutches of evil, misguided creatures.
Of all the settlements in Strahd's domain, the village of Barovia is by far the most oppressed. Many of its shops are closed, and the locals have succumbed to despair. It is well known Strahd desires the burgomaster's adopted daughter, Irena Kolyana. The villagers neither protect nor harm her, lest they incur the vampire's wrath. Few know that Irena bears an µncanny resemblance to Tatyna, Strahd's dead beloved.
A Vampire Named Strahd
In life, Strahd von Zarovich was a count, a prince, a soldier, and a conqueror. After the death of his father, 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 father, and was so struck by its scenic beauty that he decided to settle there.
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's attention soon turned to Tatyana, a young Barovian woman of fine lineage and remarkable beauty. Despite Strahd's efforts, she instead fell in love with his younger brother, Sergei. Strahd murdered Sergei and drank his blood, sealing the evil pact with 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 session per player paid through PayPal Day/Time: Multiple campaigns on different days/times as follows:
The campaign will run at least 1 year. We'll continue playing every week until the hardcover adventure, bonus material, and story lines customized for the party have all been finished.
About Me
It's been my privilege to play and run D&D games for over 30 years. I've served as a full-time professional Dungeon Master for the last several years. This is my art form, which I take great pride in. I make it my mission to ensure that each player enjoys a truly memorable experience at my table.
I own every book ever published on Ravenloft, dating all the way back to the original module. It's by far my favorite campaign setting. If you play in one of my Strahd games, it will be my pleasure to share my love and knowledge of this fabulous lore with you!
I customize each adventure with stories and plots so that players in my groups enjoy a unique campaign. I also help players develop backstories for their characters over the course of a campaign, if they wish, and I'll even create custom quests based on them.
What's more, I feel fortunate to be able to work with a talented group of DMs to provide an even better gaming experience for everyone. We collaborate in providing extra help to people, and we are very welcoming to those those who are new to the game. This team approach also allows us to offer more gaming options to people.
Why A Paid Game
Dungeons & Dragons has never been more popular than it is right now, and the number of players continues to increase rapidly. There simply aren't enough experienced DMs running free games. What free games there are 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 enjoy playing with the same group every week, rather than having to start over by constantly joining the next free game that comes along. If you want to start and finish a long-term D&D campaign -- and experience it the way it was meant to played -- then join my game.
Here are some of the reasons why joining one of my games can provide a superior experience:
I own everything ever published on Ravenloft, and am steeped in the lore! Want an immersive experience? You've come to the right place!
This is my passion. It's my job. I have an incentive to show for sessions prepared and to provide an outstanding experience week after week.
Charging a small entry fee per person virtually eliminates postponed sessions and broken 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. They typically don't quit impulsively when something doesn't go their way.
Players do not make any additional purchases at all 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. There is no extra charge to you.
Via my compendium sharing, you'll have access to over a dozen sourcebooks, at no additional cost, when you make your character. This includes over 120 classes and subclasses, 100 races and subraces, 80-plus feats, and over 40 official backgrounds.
Beginners Welcome!
Beginners are welcome in my games, including people new to online play and those who have never played anywhere before. I enthusiastically provide newcomers with extra assistance to help them get settled in and learn our beloved game, including during character creation, in game, and between sessions. There is no extra charge for any extra help you might need.
Request an Invite to Play
To request an invite to play in this campaign, please post the following message "Reply to this Topic" section below:
"I want to play the D&D adventure Curse of Strahd with you!"
Hi! I’d love to play the new D&D adventure Arcana Unleashed: Deadfall with you!
I’m mainly interested in joining the D&D Beyond campaign temporarily so I can create a character using the shared sourcebooks and explore the character creation options. Once I’ve finished creating my character, I’ll leave the campaign.
If that’s okay with you, I’d really appreciate an invite. Thank you!
Phandelver and Below: The Shattered Obelisk - Official D&D hardcover campaign run by a pro DM - New players welcome!
Phandelver and Below: The Shattered Obelisk - Official D&D hardcover campaign run by a pro DM - New players welcome!
Save Phandalin from impending doom in this adventure for the world’s greatest roleplaying game. Unbeknown to any townsfolk, monsters lurk deep underneath the town and plot a chilling course. These monsters have allies, as bandits vie for control of Phandalin. Can a brave band of heroes stop this evil menace?
The Shattered Obelisk
The shattered obelisk is one of several similar objects found scattered throughout the multiverse. They are powerful artifacts with dangerous magical effects, although no two have the same powers. The earliest known examples of these magical obelisks can rewrite reality on a grand scale.
A mysterious group called the Weavers created the obelisks to undo great calamities — often by hurling a region or entire world back in time before the calamity occurred. No one knows anything about the Weavers because the evil wizard Vecna stole the secrets of the obelisks and used them to erase the knowledge of the Weavers from existence.
Lore of how to create the artifacts then seeped throughout the world, with wizards from the now-fallen empire of Netheril emerging as the most notable obelisk builders. None of these obelisks were as powerful as those created by the Weavers, but they could nevertheless enact great and terrible changes.
Welcome to Phandalin
Nestled on the northern Sword Coast, between Neverwinter Wood and the Sword Mountains, is the town of Phandalin. Centuries ago, Phandalin was a thriving settlement with deep ties to its neighboring communities. But then bandits overran the town, and Phandalin lay abandoned for centuries.
Only in the past few years have settlers built a new village on the ruins of the old. These townsfolk hope to grow Phandalin through hard work, camaraderie, and the shared purpose of building a lasting home. Threatening their efforts and their survival are bandits, brigands, and monsters.
Wave Echo Cave
Fifteen miles east of Phandalin, Wave Echo Cave lies in the deep vales of the Sword Mountains. The rich mine of the Phandelver Pact was lost five hundred years ago during bandit attacks that devastated this area.
In the centuries since, countless prospectors and adventurers have searched for the lost mine, but none succeeded until now. A drow is searching within Wave Echo Cave for the Forge of Spells, where the human mages of old Phandalin enchanted dwarven weapons and gnome gadgets. The abundance of powerful magic rumored to be hidden here is a rich prize, but could be devastating if these items fall into the wrong hands.
Attack of the Nematode
A massive creature called the Nematode awakens to full sentience. Able to fly as easily as it drifts through the Endless Void, the Nematode slips through the planes until it soars above Phandalin.
The Nematode arrives on a dark night, its darker shadow against the starlight the only indication of its presence. The people of Phandalin don’t initially realize the Nematode is anything other than a cloud passing overhead.
The true scope of the danger dawns as the morning light illuminates the Nematode writhing 500 feet above the town like a malevolent cloud. The creature is far too large to defeat by conventional attacks or spells. Brave adventurers must find another way to save the town from this menace...
Game Details
Campaign: Phandelver and Below: The Shattered Obelisk Place: Online Payment: $15 (USD) per session per player paid through PayPal Day/Time: Multiple campaigns on different days/times as follows:
Phandelver and Below Campaign 1: Sunday 1:00 PM Pacific / 2:00 PM Mountain / 3:00 PM Central / 4:00 PM Eastern / 9:00 PM British / 10:00 PM CET Phandelver and Below Campaign 2: Saturday 1:00 PM Pacific / 2:00 PM Mountain / 3:00 PM Central / 4:00 PM Eastern / 9:00 PM British / 10:00 PM CET
This campaign will run at least 1 year. We'll continue playing every week until the hardcover adventure, bonus material, and story lines customized for the party have all been finished.
About Me
It's been my privilege to play and run D&D games for over 30 years. I've served as a full-time professional Dungeon Master for the last several years. This is my art form, which I take great pride in. I make it my mission to ensure that each player enjoys a truly memorable experience at my table.
I own every D&D book ever published by TSR and WOTC, dating all the way back to the original releases. If you play in one of my games, it will be my pleasure to share my love and knowledge of this fabulous lore with you!
I customize each adventure with stories and plots so that players in my groups enjoy a unique campaign. I also help players develop backstories for their characters over the course of a campaign, if they wish, and I'll even create custom quests based on them.
What's more, I feel fortunate to be able to work with a talented group of DMs to provide an even better gaming experience for everyone. We collaborate in providing extra help to people, and we are very welcoming to those those who are new to the game. This team approach also allows us to offer more gaming options to people.
Why A Paid Game
Dungeons & Dragons has never been more popular than it is right now, and the number of players continues to increase rapidly. There simply aren't enough experienced DMs running free games. What free games there are 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 enjoy playing with the same group every week, rather than having to start over by constantly joining the next free game that comes along. If you want to start and finish a long-term D&D campaign -- and experience it the way it was meant to played -- then join my game.
Here are some of the reasons why joining one of my games can provide a superior experience:
I own everything ever published by TSR and WOTC, and I'm steeped in the lore! Want an immersive experience? You've come to the right place!
This is my passion. It's my job. I have an incentive to show for sessions prepared and to provide an outstanding experience week after week.
Charging a small entry fee per person virtually eliminates postponed sessions and broken 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. They typically don't quit impulsively when something doesn't go their way.
Players do not make any additional purchases at all 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. There is no extra charge to you.
Via my compendium sharing, you'll have access to over a dozen sourcebooks, at no additional cost, when you make your character. This includes over 120 classes and subclasses, 100 races and subraces, 80-plus feats, and over 40 official backgrounds.
Beginners Welcome!
Beginners are welcome in my games, including people new to online play and those who have never played anywhere before. I enthusiastically provide newcomers with extra assistance to help them get settled in and learn our beloved game, including during character creation, in game, and between sessions. There is no extra charge for any extra help you might need.
Request an Invite to Play
To request an invite to play in this campaign, please post the following message "Reply to this Topic" section below:
"I want to play the D&D adventure Phandelver and Below with you!"
Baldur's Gate: Descent into Avernus - Official D&D hardcover campaign run by a pro DM - New players welcome!
Baldur's Gate: Descent into Avernus - Official D&D hardcover campaign run by a pro DM - New players welcome!
Diabolical dangers await in this adventure for the world’s greatest roleplaying game. Welcome to Baldur's Gate, a city of ambition and corruption. You’ve just started your adventuring career, but already find yourself embroiled in a plot that sprawls from the shadows of Baldur's Gate to the front lines of the planes-spanning Blood War! Do you have what it takes to turn infernal war machines and nefarious contracts against the archdevil Zariel and her diabolical hordes? And can you ever hope to find your way home safely when pitted against the infinite evils of the Nine Hells?
Welcome to Baldur’s Gate
Even the most hardened adventurers watch their steps in Baldur’s Gate, where lives hold prices in copper and greed proves deadlier than dragon fire. Baldur’s Gate has a reputation for being a rough place, where crime and opportunity walk hand in hand, and where anything can be bought, sold, or seized at sword point. If something can be given a price, it’s for sale somewhere in Baldur’s Gate. Drugs and poisons sit on shelves alongside tinctures and remedies. Trade goods from Chult, mechanical wonders from Neverwinter, tomes of magic from Calimshan, and the most believable counterfeits of each can all be found in the city’s stalls.
Beyond all its dangers, Baldur’s Gate is an adventurer’s city, a place where a sword-for-hire can find a rich patron, join a secret guild, stalk killers for a bounty, or come to the aid of desperate citizens. Good-hearted champions fight against corruption and bring murderers to justice, while less moral mercenaries find a good price for their services. The city offers opportunities as well as the most reliable and ruthless market on the Sword Coast. Information, treasures, secrets, and souls can be bought or sold for the right price.
Since its beginning as a quiet backwater community, Baldur’s Gate has undergone a dramatic transformation, becoming the hub of danger and adventure it is today. As a great hero of Baldur’s Gate once said, “Watch your step in the shadows. Watch your back in the light. Win a prize beyond your wildest dreams or disappear into forgotten history. Every day your life is on the line. Every day you could become a legend. Welcome to Baldur’s Gate.”
Evil Schemes
Centuries ago, the hero Balduran spent years questing in lands across the Sea of Swords and beyond. When finally he returned to his village of Gray Harbor, he brought fantastic wealth with him. These boons greatly improved the town's fortunes, launching businesses, expanding its docks, and seeing the creation of a defensive wall around the town. In honor of their heroic patron, the citizens came to call one of their new wall’s passages Baldur’s Gate. Within a generation, the settlement known as Baldur’s Gate began appearing on maps of the Sword Coast.
Over the years, Baldur’s Gate has harbored countless evil schemes and conspiracies. Perhaps the most dastardly, though, was that perpetrated by Bhaal, god of murder, who foresaw his own death during the Time of Troubles. While in mortal form, Bhaal conceived multitudes of offspring, plotting to have them resurrect him. They actively hunted and slew each other, with the survivors collecting ever more of Bhaal’s godly essence.
Sarevok, a Bhaalspawn and member of the Iron Throne merchants’ guild, sought to spark war with the nation of Amn and become the new Lord of Murder. Another Bhaalspawn, aided by powerful allies, thwarted Sarevok’s plan and brought stability, if not peace, to Baldur’s Gate once more. Yet, Bhaal and his faithful have menaced the city ever since.
The Angel Zariel
On the plane of Mount Celestia, the angel Zariel chastised her peers for not getting involved in the Blood War. She felt that it was the responsibility of the angelic host to destroy evil in the multiverse, rather than stand back and watch demons and devils annihilate one another, destroying vast swaths of the multiverse in the process. In defiance of her superiors, Zariel left Mount Celestia and went to Elturel, where she rallied an army of warriors and trained them to fight in the Blood War.
Zariel led her army out of Elturel amid a throng of cheering well-wishers and proud citizens. In an epic charge known as the Ride, Zariel's army entered Avernus and took the fight to the archdevil Bel and his infernal legions. Many of Zariel's warriors fought bravely, but for others, the horrors of the Nine Hells proved too great. They fled back through the portal, sealing it behind them and never revealing their shameful retreat and betrayal.
Zariel's Fall
Zariel lost more than her army on Avernus. She also lost a hand, which was severed in battle. As her sword fell to the ground, Zariel ordered Yael, her most devoted general, to take the weapon and hide it, so that the devils would not destroy or corrupt it. Zariel's other two generals, Olanthius and Haruman, refused to leave Zariel's side. All three were captured and sent to Nessus, the lowest of the Nine Hells. There, Zariel was brought before Asmodeus, who welcomed her with open arms.
The Lord of the Nine commended Zariel for her battle prowess and the strength of her convictions. He offered her rulership of Avernus, much to Bel's chagrin. By swearing fealty to Asmodeus and the Nine Hells, Zariel could bring her rage to bear against the demons and continue to fight in the Blood War, with legions of devils under her command. Zariel accepted Asmodeus's terms, completing her fall from grace.
Diabolical Dangers
The holy city of Elturel has disappeared from the Forgotten Realms and descended into Avernus, the first layer of the Nine Hells. This event came about as the result of an infernal bargain between the archdevil Zariel, who rules Avernus, and the treacherous High Overseer of Elturel, Thavius Kreeg. Zariel is capturing cities and using their citizens as fodder in the ongoing conflict between demons and devils known as the Blood War. Next on Zariel's list of cities is Elturel's neighbor, Baldur's Gate. The characters can be the heroes who descend into Avernus, save Elturel from certain destruction, and prevent a similar fate from befalling Baldur's Gate.
Game Details
Campaign: Baldur's Gate: Descent into Avernus Date: Weekly sessions every Tuesday Time: 4:00 PM Pacific / 5:00 PM Mountain / 6:00 PM Central / 7:00 PM Eastern Place: Online Payment: $15 (USD) per session per player paid through PayPal
This campaign will run at least 1 year. We'll continue playing every week until the hardcover adventure, bonus material, and story lines customized for the party have all been finished.
About Me
It's been my privilege to play and run D&D games for over 30 years. I've served as a full-time professional Dungeon Master for the last several years. This is my art form, which I take great pride in. I make it my mission to ensure that each player enjoys a truly memorable experience at my table.
I own every D&D book ever published by TSR and WOTC, dating all the way back to the original releases. If you play in one of my games, it will be my pleasure to share my love and knowledge of this fabulous lore with you!
I customize each adventure with stories and plots so that players in my groups enjoy a unique campaign. I also help players develop backstories for their characters over the course of a campaign, if they wish, and I'll even create custom quests based on them.
What's more, I feel fortunate to be able to work with a talented group of DMs to provide an even better gaming experience for everyone. We collaborate in providing extra help to people, and we are very welcoming to those those who are new to the game. This team approach also allows us to offer more gaming options to people.
Why A Paid Game
Dungeons & Dragons has never been more popular than it is right now, and the number of players continues to increase rapidly. There simply aren't enough experienced DMs running free games. What free games there are 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 enjoy playing with the same group every week, rather than having to start over by constantly joining the next free game that comes along. If you want to start and finish a long-term D&D campaign -- and experience it the way it was meant to played -- then join my game.
Here are some of the reasons why joining one of my games can provide a superior experience:
I own everything ever published by TSR and WOTC, and I am steeped in the lore! Want an immersive experience? You've come to the right place!
This is my passion. It's my job. I have an incentive to show for sessions prepared and to provide an outstanding experience week after week.
Charging a small entry fee per person virtually eliminates postponed sessions and broken 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. They typically don't quit impulsively when something doesn't go their way.
Players do not make any additional purchases at all 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. There is no extra charge to you.
Via my compendium sharing, you'll have access to over a dozen sourcebooks, at no additional cost, when you make your character. This includes over 120 classes and subclasses, 100 races and subraces, 80-plus feats, and over 40 official backgrounds.
Beginners Welcome!
Beginners are welcome in my games, including people new to online play and those who have never played anywhere before. I enthusiastically provide newcomers with extra assistance to help them get settled in and learn our beloved game, including during character creation, in game, and between sessions. There is no extra charge for any extra help you might need.
Request an Invite to Play
To request an invite to play in this campaign, please post the following message "Reply to this Topic" section below:
"I want to play the D&D adventure Baldur's Gate: Descent into Avernus with you!"
Waterdeep: Dungeon of the Mad Mage - Official D&D hardcover campaign run by a pro DM - New players welcome!
Waterdeep: Dungeon of the Mad Mage - Official D&D hardcover campaign run by a pro DM - New players welcome!
Undermountain is the largest, deepest dungeon in the Forgotten Realms. This adventure will begin with a thrilling quest from Waterdeep Dragon Heist. Volothamp Geddarm, the famous explorer and raconteur, has a quest for you. If you complete it, Volo rewards you handsomely. Yet a much greater prize lies hidden somewhere in the City of Splendors, waiting to be claimed.
Welcome to Waterdeep
In Waterdeep, a gold coin is called a dragon, and someone has hidden half a million dragons in the City of Splendors. A grand urban caper awaits you. Pit your skill and bravado against villains the likes of which you’ve never faced before, and let the dragon hunt begin!
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. If 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.
Dragon Heist is a treasure hunt set against an urban backdrop. 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, the characters are pulled into the conflict...
A Knot in the Weave
Where Waterdeep stands today, there once stood Aelinthaldaar, the capital city of the ancient elven kingdom of Illefarn. When the elves left, they used a powerful spell to erase all traces of their capital. This spell had the unintended side effect of creating a permanent knot in the Weave, the fabric through which all magic is channeled. This knot lies deep underground and isn’t something that can be seen, felt, or undone, but it can cause madness to bloom in the minds of mortal beings who dwell near it for too long. The knot permeates Undermountain, and the madness it causes typically manifests as an obsession with the dungeon itself. Those affected by the knot in the Weave exhibit a subconscious desire to remain in or near the dungeon. Halaster and several of his apprentices fell prey to this obsession, as did many Melairkyn dwarves and Durnan, the proprietor of the Yawning Portal. Not all creatures that dwell in Undermountain succumb to its madness, and those who do aren’t even aware that the dungeon has them in its clutches.
The Yawning Portal
The Yawning Portal, the famous inn and tavern located near the eastern slope of Mount Waterdeep, derives its name from a 40-foot-diameter well that descends into the first level of Undermountain. Located in the center of the taproom, the well was once the outer shell of Halaster’s mighty tower, which was demolished long ago. Its sheer walls are made of old mortared stones. Next to this gaping orifice hangs a winch with a simple rope-and-pulley mechanism that Durnan, the proprietor, uses to lower adventurers down the shaft and (sometimes) pull them up again. Durnan controls the winch himself and will transport only one adventurer at a time. The trip takes 10 rounds, down and up. The rope is stained with old blood and long enough to reach all the way to the floor of the dark room at the bottom of the 140-foot shaft.
The Mad Mage
More than one thousand years ago, the wizard Halaster Blackcloak journeyed from a distant land to the base of Mount Waterdeep, perhaps acceding to the whispered summons of providence. Some believe he hailed from the nearly forgotten empire known as the Cradlelands. In ages past, humanity spread from the Cradlelands across Faerûn, originating from what is now the Plains of Purple Dust, a wasteland birthed out of a conflict with the gods. Others give Halaster less ancient origins, placing him among the early wizards of Netheril, or asserting that he came from a southern nation long since buried by sand and time. Whatever his origin, scholars have recorded that Halaster brought with him seven apprentices to Mount Waterdeep.
With the Seven guarding his back, Halaster tapped into his immense power to summon beings from other planes of existence to help him build a wizard’s tower to dwarf all other wizard’s towers. But as the seasons wore on, the Seven saw less and less of their enigmatic master. Halaster continued to use fell creatures from distant planes for tunneling and other construction beneath his tower, and the wizard kept the nature of most of his underground dealings a secret from the Seven. Eventually, Halaster’s exploration broke into the Underhalls, a complex of tunnels and rooms built by the dwarves around a mithral mine beneath Mount Waterdeep. The architects of the Underhalls, the Melairkyn clan, had long ago been killed or dispersed, and warring duergar and drow had settled in the ruins. Halaster began a crusade against both the drow and the duergar, participating in wild hunts with extraplanar allies through the tunnels. The stubborn duergar dug in until the mithral was largely mined out; then they abandoned the Underhalls, leaving the drow to fight Halaster and his minions alone. The Mad Mage rounded up the remaining dark elves, trapping some of their souls for use in his dark magic, while twisting the bodies and enslaving the minds of others. Once he had wrung the drow of their usefulness, Halaster Blackcloak tunneled on, ever downward, indulging his inexplicable compulsion for delving deeper and deeper into the mountain.
Using his underground complex as a base of operations, Halaster traveled to other planes and distant lands, collecting strange and dangerous creatures to live as prisoners, servants, or guardians in Undermountain. Populating and defending the dungeon became an obsession. Over time, the mage’s preoccupation with Undermountain electrified his eccentricities and infused him with an air of unconcealable madness....
Game Details
Campaign: Waterdeep: Dungeon of the Mad Mage Date: Weekly sessions every Monday Time: 7:00 PM Pacific / 8:00 PM Mountain / 9:00 PM Central / 10:00 PM Eastern Place: Online Payment: $15 (USD) per session per player paid through PayPal
This campaign will run at least 1 year. We'll continue playing every week until the hardcover adventure, bonus material, and story lines customized for the party have all been finished.
About Me
It's been my privilege to play and run D&D games for over 30 years. I've served as a full-time professional Dungeon Master for the last several years. This is my art form, which I take great pride in. I make it my mission to ensure that each player enjoys a truly memorable experience at my table.
I own every D&D book ever published by TSR and WOTC, dating all the way back to the original releases. If you play in one of my games, it will be my pleasure to share my love and knowledge of this fabulous lore with you!
I customize each adventure with stories and plots so that players in my groups enjoy a unique campaign. I also help players develop backstories for their characters over the course of a campaign, if they wish, and I'll even create custom quests based on them.
What's more, I feel fortunate to be able to work with a talented group of DMs to provide an even better gaming experience for everyone. We collaborate in providing extra help to people, and we are very welcoming to those those who are new to the game. This team approach also allows us to offer more gaming options to people.
Why A Paid Game
Dungeons & Dragons has never been more popular than it is right now, and the number of players continues to increase rapidly. There simply aren't enough experienced DMs running free games. What free games there are 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 enjoy playing with the same group every week, rather than having to start over by constantly joining the next free game that comes along. If you want to start and finish a long-term D&D campaign -- and experience it the way it was meant to played -- then join my game.
Here are some of the reasons why joining one of my games can provide a superior experience:
I own everything ever published by TSR and WOTC, and I am steeped in the lore! Want an immersive experience? You've come to the right place!
This is my passion. It's my job. I have an incentive to show for sessions prepared and to provide an outstanding experience week after week.
Charging a small entry fee per person virtually eliminates postponed sessions and broken 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. They typically don't quit impulsively when something doesn't go their way.
Players do not make any additional purchases at all 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. There is no extra charge to you.
Via my compendium sharing, you'll have access to over a dozen sourcebooks, at no additional cost, when you make your character. This includes over 120 classes and subclasses, 100 races and subraces, 80-plus feats, and over 40 official backgrounds.
Beginners Welcome!
Beginners are welcome in my games, including people new to online play and those who have never played anywhere before. I enthusiastically provide newcomers with extra assistance to help them get settled in and learn our beloved game, including during character creation, in game, and between sessions. There is no extra charge for any extra help you might need.
Request an Invite to Play
To request an invite to play in this campaign, please post the following message "Reply to this Topic" section below:
"I want to play the D&D adventure Waterdeep: Dungeon of the Mad Mage with you!"
Tyranny of Dragons - Official D&D hardcover campaign run by a pro DM - New players welcome!
Tyranny of Dragons - Official D&D hardcover campaign run by a pro DM - New players welcome!
Dragon fire threatens to consume Faerûn! Do you dare oppose the Cult of the Dragon and resist the might of Tiamat, Queen of Dragons? Welcome to Tyranny of Dragons! This epic campaign combines two thrilling tales, Hoard of the Dragon Queen and The Rise of Tiamat.
Over the course of this adventure, you’ll face an evil alliance intent on unleashing a draconic apocalypse upon Faerûn. The Cult of the Dragon, the Red Wizards of Thay, and a conspiracy of other villains plot to reshape the world, making it ready for the coming of Tiamat. As events unfold, dragons rampage across the Sword Coast, serving at the vanguard of a legion of cultists, fiends, and worse.
To oppose these forces, new heroes must rise and resist them. Yet, they need not do so alone. Groups like the Harpers, the Lord’s Alliance, and even the wicked Zhentarim might be rallied to oppose the Cult of the Dragon, but only if clever souls convince them to put aside their age-old rivalries.
Will the people of the Realms stand and oppose the forces of dragonkind, or will they fall amid waves of dragon breath?
The Cult of the Dragon
The Cult of the Dragon has been active in Faerûn for centuries. It has focused on making undead dragons to fulfill a prophecy most of that time, but that’s changing.
The Cult of the Dragon has expanded its operation in larger and bolder ways. Its leaders send diplomatic missions to Berdusk, Triel, and other settlements demanding tribute—and offering protection from dragon raids for those who comply. Cultists shake down caravans seeking protection money, and have been burning caravans that belong to the rivals of those who do pay. Less scrupulous merchants are finding it easier to do business with the cult than to fight against them. Residents and travelers in the region alike are understandably worried about these developments...
Dragon Masks
The new leader of the cult is a Calishite named Severin Silrajin, who believes that real draconic knowledge and power belongs to living dragons, not undead ones. Severin’s ambition amused Tiamat, so she revealed the existence of five dragon masks to him—one for each chromatic dragon color.
Individually, these ancient masks allow wearers to communicate with dragons. More importantly, a person who is erudite in draconic lore becomes a wyrmspeaker while wearing the mask, which allows the wearer to think like a dragon, gain favor among dragons, and subtly influence their behavior. When all five are brought together, they magically merge into a single Mask of the Dragon Queen. With the assembled mask, the cult can release Tiamat from her prison in the Nine Hells.
The Sea of Moving Ice
Maccath the Crimson, a tiefling sorcerer of the Arcane Brotherhood, is an acknowledged expert on the Draakhorn—an ancient relic being used by the cult to summon dragons to their cause. She disappeared three years ago in the Sea of Moving Ice, where she is presently a prisoner of the white dragon Arauthator. The characters must make their way to Arauthator’s iceberg lair and convince Maccath to join them. By driving away the dragon and carrying off valuable dragon lore, they deal a blow to the cult and might gain the Arcane Brotherhood as allies in the process.
Secrets
The Cult of the Dragon has kept secret its goal to bring Tiamat into the world thus far. Many know of the cult’s increased activity along the Sword Coast, especially in the north, but the reasons behind the resurgence are unknown.
Besides his cultists, Severin has forged an alliance with a splinter faction of the Red Wizards of Thay. This small and secretive group, led by an outcast named Rath Modar, plots to unseat the lich Szass Tam from his position over the Red Wizards. Rath believes that in exchange for his help in releasing Tiamat, she will grant him the power he needs to overthrow Szass Tam.
A Time for Heroes
This is a time for heroes to inspire the people of the Sword Coast with a great victory. Fortunately, the Forgotten Realms has just such a group of heroes...
Game Details
Campaign: Tyranny of Dragons Date: Weekly sessions every Tuesday Time: 7:00 PM Pacific / 8:00 PM Mountain / 9:00 PM Central / 10:00 PM Eastern Place: Online Payment: $15 (USD) per session per player paid through PayPal
This campaign will run at least 1 year. We'll continue playing every week until the hardcover adventure, bonus material, and story lines customized for the party have all been finished.
About Me
It's been my privilege to play and run D&D games for over 30 years. I've served as a full-time professional Dungeon Master for the last several years. This is my art form, which I take great pride in. I make it my mission to ensure that each player enjoys a truly memorable experience at my table.
I own every D&D book ever published by TSR and WOTC, dating all the way back to the original releases. If you play in one of my games, it will be my pleasure to share my love and knowledge of this fabulous lore with you!
I customize each adventure with stories and plots so that players in my groups enjoy a unique campaign. I also help players develop backstories for their characters over the course of a campaign, if they wish, and I'll even create custom quests based on them.
What's more, I feel fortunate to be able to work with a talented group of DMs to provide an even better gaming experience for everyone. We collaborate in providing extra help to people, and we are very welcoming to those those who are new to the game. This team approach also allows us to offer more gaming options to people.
Why A Paid Game
Dungeons & Dragons has never been more popular than it is right now, and the number of players continues to increase rapidly. There simply aren't enough experienced DMs running free games. What free games there are 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 enjoy playing with the same group every week, rather than having to start over by constantly joining the next free game that comes along. If you want to start and finish a long-term D&D campaign -- and experience it the way it was meant to played -- then join my game.
Here are some of the reasons why joining one of my games can provide a superior experience:
I own everything ever published by TSR and WOTC, and am steeped in the lore! Want an immersive experience? You've come to the right place!
This is my passion. It's my job. I have an incentive to show for sessions prepared and to provide an outstanding experience week after week.
Charging a small entry fee per person virtually eliminates postponed sessions and broken 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. They typically don't quit impulsively when something doesn't go their way.
Players do not make any additional purchases at all 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. There is no extra charge to you.
Via my compendium sharing, you'll have access to over a dozen sourcebooks, at no additional cost, when you make your character. This includes over 120 classes and subclasses, 100 races and subraces, 80-plus feats, and over 40 official backgrounds.
Beginners Welcome!
Beginners are welcome in my games, including people new to online play and those who have never played anywhere before. I enthusiastically provide newcomers with extra assistance to help them get settled in and learn our beloved game, including during character creation, in game, and between sessions. There is no extra charge for any extra help you might need.
Request an Invite to Play
To request an invite to play in this campaign, please post the following message "Reply to this Topic" section below:
"I want to play the D&D adventure Tyranny of Dragons with you!"
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Game: D&D 5e with D&D 5e and 5.5 Expanded character options
Group type: Online
Experience: No experience necessary. Everyone is welcome, including those who have never played before!
Location/Timezone: Online (players in all time zones are welcome)
Schedule: See individual game posts below.
Roles sought: Player
Game style: Good balance between roleplay, combat, and exploration.
About Me
It's been my privilege to play and run D&D games for over 30 years. I've served as a full-time professional Dungeon Master for the last several years. This is my art form, which I take great pride in. I make it my mission to ensure that each player enjoys a truly memorable experience at my table.
I own every book ever published on Ravenloft, dating all the way back to the original module. It's by far my favorite campaign setting. If you play in one of my Strahd games, it will be my pleasure to share my love and knowledge of this fabulous lore with you!
I customize each adventure with stories and plots so that players in my groups enjoy a unique campaign. I also help players develop backstories for their characters over the course of a campaign, if they wish, and I'll even create custom quests based on them.
What's more, I feel fortunate to be able to work with a talented group of DMs to provide an even better gaming experience for everyone. We collaborate in providing extra help to people, and we are very welcoming to those those who are new to the game. This team approach also allows us to offer more gaming options to people.
Why A Paid Game
Dungeons & Dragons has never been more popular than it is right now, and the number of players continues to increase rapidly. There simply aren't enough experienced DMs running free games. What free games there are 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 enjoy playing with the same group every week, rather than having to start over by constantly joining the next free game that comes along. If you want to start and finish a long-term D&D campaign -- and experience it the way it was meant to played -- then join my game.
Here are some of the reasons why joining one of my games can provide a superior experience:
Beginners Welcome!
Beginners are welcome in my games, including people new to online play and those who have never played anywhere before. I enthusiastically provide newcomers with extra assistance to help them get settled in and learn our beloved game, including during character creation, in game, and between sessions. There is no extra charge for any extra help you might need.
Available Games
Here is a list of our currently available games, with links to the individual posts below for more information about each adventure:
Curse of Strahd
https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/244103?comment=4
Curse of Strahd Campaign 1: Sunday 4:00 PM Pacific / 5:00 PM Mountain / 6:00 PM Central / 7:00 PM Eastern
Curse of Strahd Campaign 2: Friday 7:00 PM Pacific / 8:00 PM Mountain / 9:00 PM Central / 10:00 PM Eastern
Vecna: Eve of Ruin
https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/244103?comment=3
Vecna Campaign 1: Thursday 7:00 PM Pacific / 8:00 PM Mountain / 9:00 PM Central / 10:00 PM Eastern
Vecna Campaign 2: Tuesday 4:00 PM Pacific / 5:00 PM Mountain / 6:00 PM Central / 7:00 PM Eastern
Arcana Unleashed: Deadfall
https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/244103?comment=2
Arcana Unleashed: Deadfall Campaign 1: Sunday 7:00 PM Pacific / 8:00 PM Mountain / 9:00 PM Central / 10:00 PM Eastern
Arcana Unleashed: Deadfall Campaign 2: Wednesday 7:00 PM Pacific / 8:00 PM Mountain / 9:00 PM Central / 10:00 PM Eastern
Phandelver and Below: The Shattered Obelisk
https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/244103?comment=6
Phandelver and Below Campaign 1: Sunday 1:00 PM Pacific / 2:00 PM Mountain / 3:00 PM Central / 4:00 PM Eastern / 9:00 PM British / 10:00 PM CET
Phandelver and Below Campaign 2: Saturday 1:00 PM Pacific / 2:00 PM Mountain / 3:00 PM Central / 4:00 PM Eastern / 9:00 PM British / 10:00 PM CET
Waterdeep: Dungeon of the Mad Mage
https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/244103?comment=8
Waterdeep: Dungeon of the Mad Mage Campaign 1: Monday 7:00 PM Pacific / 8:00 PM Mountain / 9:00 PM Central / 10:00 PM Eastern
Baldur's Gate: Descent into Avernus
https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/244103?comment=7
Baldur's Gate Campaign 1: Tuesday 4:00 PM Pacific / 5:00 PM Mountain / 6:00 PM Central / 7:00 PM Eastern
Tyranny of Dragons
https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/244103?comment=9
Tyranny of Dragons Campaign 1: Tuesday 7:00 PM Pacific / 8:00 PM Mountain / 9:00 PM Central / 10:00 PM Eastern
***NEW*** Arcana Unleashed: Deadfall - Official D&D hardcover campaign run by a pro DM - New players welcome!!!
***NEW*** Arcana Unleashed: Deadfall - Official D&D hardcover campaign run by a pro DM - New players welcome!!!
A brand new D&D 5e official hardcover adventure release by Wizards of the Coast! Deep in the Forgotten Realms, the nation of Thay — notorious for its tyrannical, red-robed wizards — casts an ominous shadow. Secrets are passed in the dark, a looming threat of unimagined power seeks to crumble societies, and one figure stands at the center of it all: Szass Tam.
Szass Tam
Szass Tam remains one of the most legendary archvillains in the long and storied history of Dungeons & Dragons. The evil mastermind is known for weaving intricate plots, often enacted by his myriad fanatical followers. As a lich, the Thayan zulkir of Necromancy has the luxury of waiting for his plots and schemes to play out over many lifetimes, with each defeat serving only as a temporary setback in his masterplan. It is thought that Tam's ultimate goal is to achieve godhood, and he would represent a threat to the entire multiverse if were he to achieve this.
Arcana Unleashed: Deadfall
Arcana Unleashed: Deadfall casts players as secret agents in Thay serving a ruling Red Wizard who dares oppose the lich Szass Tam. The characters must navigate high-stakes missions to undermine Szass Tam before he raises demonic undead hordes and destroys Thay.
New Player Options
Arcana Unleashed includes the following player options:
Game Details
Campaign: Arcana Unleashed: Deadfall
Place: Online
Payment: $15 (USD) per session per player paid through PayPal
Day/Time: Multiple campaigns on different days/times as follows:
Arcana Unleashed: Deadfall Campaign 1: Sunday 7:00 PM Pacific / 8:00 PM Mountain / 9:00 PM Central / 10:00 PM Eastern
Arcana Unleashed: Deadfall Campaign 2: Wednesday 7:00 PM Pacific / 8:00 PM Mountain / 9:00 PM Central / 10:00 PM Eastern
Payment: $15 per player per session paid through PayPal
This campaign will run at least one year. We will continue playing every week until the officially published hardcover book, additional lore, and custom quests created for the party have all been finished. Characters start at level 1 and will advance to level 20 before the adventure ends.
About Me
It's been my privilege to play and run D&D games for over 30 years. I've served as a full-time professional Dungeon Master for the last several years. This is my art form, which I take great pride in. I make it my mission to ensure that each player enjoys a truly memorable experience at my table.
I own every D&D book ever published by TSR and WOTC, dating all the way back to the original releases. If you play in one of my games, it will be my pleasure to share my love and knowledge of this fabulous lore with you!
I customize each adventure with stories and plots so that players in my groups enjoy a unique campaign. I also help players develop backstories for their characters over the course of a campaign, if they wish, and I'll even create custom quests based on them.
What's more, I feel fortunate to be able to work with a talented group of DMs to provide an even better gaming experience for everyone. We collaborate in providing extra help to people, and we are very welcoming to those those who are new to the game. This team approach also allows us to offer more gaming options to people.
Why A Paid Game
Dungeons & Dragons has never been more popular than it is right now, and the number of players continues to increase rapidly. There simply aren't enough experienced DMs running free games. What free games there are 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 enjoy playing with the same group every week, rather than having to start over by constantly joining the next free game that comes along. If you want to start and finish a long-term D&D campaign -- and experience it the way it was meant to played -- then join my game.
Here are some of the reasons why joining one of my games can provide a superior experience:
Beginners Welcome!
Beginners are welcome in my games, including people new to online play and those who have never played anywhere before. I enthusiastically provide newcomers with extra assistance to help them get settled in and learn our beloved game, including during character creation, in game, and between sessions. There is no extra charge for any extra help you might need.
Request an Invite to Play
To request an invite to play in this campaign, please post the following message "Reply to this Topic" section below:
"I want to play the new D&D adventure Arcana Unleashed: Deadfall with you!"
Vecna: Eve of Ruin - Official D&D hardcover campaign run by a pro DM - New players welcome!
Vecna: Eve of Ruin - Official D&D hardcover campaign run by a pro DM - New players welcome!
This adventure celebrates fifty years of Dungeons & Dragons history. The story spans many beloved settings and wondrous planes of existence, including Toril, the Underdark, the Astral Sea, the Mournland on Eberron, Ravenloft, the Northern Dargaard Mountains on Krynn, the Isle of Serpents on Oerth, and Avernus in the Nine Hells. Its cast includes characters iconic to longtime fans. This adventure’s stakes involve the fate of all worlds—in other words, the multiverse. If the player characters finish this adventure successfully, they’ll reach 20th level and will have thwarted one of the most notorious villains in D&D’s history.
This campaign includes the entire published hardcover adventure, as well as additional material designed to immerse players in the wonderful locations and lore found throughout this rich story.
Existence in Peril
For many years, the lich Vecna has imagined remaking existence. When this adventure starts, Vecna is already a god. Never truly satisfied, he yearns to become the most powerful being in the multiverse. Unfortunately for his enemies, Vecna recently devised the Ritual of Remaking to turn his dreams into reality.
The Ritual of Remaking
Vecna’s Ritual of Remaking involves gathering powerful secrets, extracting energy from them, and interweaving this energy with the lich’s essence and magic. After Vecna and his cultists extract enough secrets, the lich plans to weave the ritual alone in the Cave of Shattered Reflection on the plane of Pandemonium.
The cave holds the power to harness energy and reveal fundamental truths, making it the perfect location for the ritual. The combined power of Vecna’s magic and the collected secrets reaches critical mass at the end of the ritual, triggering an explosion of sufficient magnitude to destroy Pandemonium and unravel the multiverse. Vecna, with his consciousness preserved inside a magical singularity, can then reknit the multiverse exactly as he wants, sealing the multiverse’s terrible fate.
Vecna plans to elevate himself above all others and to rewrite the histories and details of the entire multiverse. In Vecna’s new reality, all people serve him, he has never known defeat, and all who oppose him live in torment.
By the time this adventure begins, the lich has gathered a hoard of secrets and is nearly ready to begin the Ritual of Remaking. Only the characters can stop Vecna’s evil plan.
Vecna’s History
Throughout the adventure, Vecna proceeds with his plans as if nothing can stop him. However, the waves of magic the lich and his cult unleash in preparing for the Ritual of Remaking garner the attention of powerful individuals.
One is Kas, a vampire warrior who once served Vecna but is now Vecna’s eternal enemy. Kas learns the details of Vecna’s plans and plots to co-opt the ritual for himself. The characters are destined to become embroiled in the legendary hatred between the lich-god Vecna and the warlord Kas.
Game Details
Campaign: Vecna: Eve of Ruin
Place: Online
Payment: $15 (USD) per session per player paid through PayPal
Day/Time: Multiple campaigns on different days/times as follows:
Vecna Campaign 1: Thursday 7:00 PM Pacific / 8:00 PM Mountain / 9:00 PM Central / 10:00 PM Eastern
Vecna Campaign 2: Tuesday 4:00 PM Pacific / 5:00 PM Mountain / 6:00 PM Central / 7:00 PM Eastern
This campaign will run at least 1 year. We'll continue playing every week until the hardcover adventure, bonus material, and story lines customized for the party have all been finished.
About Me
It's been my privilege to play and run D&D games for over 30 years. I've served as a full-time professional Dungeon Master for the last several years. This is my art form, which I take great pride in. I make it my mission to ensure that each player enjoys a truly memorable experience at my table.
I own every D&D book ever published by TSR and WOTC, dating all the way back to the original releases. If you play in one of my games, it will be my pleasure to share my love and knowledge of this fabulous lore with you!
I customize each adventure with stories and plots so that players in my groups enjoy a unique campaign. I also help players develop backstories for their characters over the course of a campaign, if they wish, and I'll even create custom quests based on them.
What's more, I feel fortunate to be able to work with a talented group of DMs to provide an even better gaming experience for everyone. We collaborate in providing extra help to people, and we are very welcoming to those those who are new to the game. This team approach also allows us to offer more gaming options to people.
Why A Paid Game
Dungeons & Dragons has never been more popular than it is right now, and the number of players continues to increase rapidly. There simply aren't enough experienced DMs running free games. What free games there are 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 enjoy playing with the same group every week, rather than having to start over by constantly joining the next free game that comes along. If you want to start and finish a long-term D&D campaign -- and experience it the way it was meant to played -- then join my game.
Here are some of the reasons why joining one of my games can provide a superior experience:
Beginners Welcome!
Beginners are welcome in my games, including people new to online play and those who have never played anywhere before. I enthusiastically provide newcomers with extra assistance to help them get settled in and learn our beloved game, including during character creation, in game, and between sessions. There is no extra charge for any extra help you might need.
Request an Invite to Play
To request an invite to play in this campaign, please post the following message "Reply to this Topic" section below:
"I want to play the D&D adventure Vecna: Eve of Ruin with you!"
Curse of Strahd - Official D&D hardcover campaign run by a pro DM - New players welcome!
Curse of Strahd - Official D&D hardcover campaign run by a pro DM - New players welcome!
Curse of Strahd is a retelling of the original Ravenloft adventure, which was published in 1983 by TSR. It has gained a reputation as one of the greatest Dungeons & Dragons adventures ever. Curse of Strahd is a story of gothic horror, which broke new ground by presenting a D&D adventure that was as much story-driven as location-based, featuring a villain who was complex and terrifying.
This campaign includes the entire published hardcover adventure, as well as additional material which expands what we know about the lands around Castle Ravenloft and sheds new light on the dark past of the castle’s lord. The lands of Barovia are from a forgotten world in the D&D multiverse, and this adventure gives glimpses into that world. In time, cursed Barovia was torn from its home world by the Dark Powers and bound in mist as one of the Domains of Dread in the Shadowfell.
A Tale 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...
A Land of Ghosts
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 town of Vallaki stands ready to defend itself against the servants of Strahd, but it's far from the sanctuary it purports to be. The village of Krezk lies near the edge of Strahd's domain, its abbey now in the clutches of evil, misguided creatures.
Of all the settlements in Strahd's domain, the village of Barovia is by far the most oppressed. Many of its shops are closed, and the locals have succumbed to despair. It is well known Strahd desires the burgomaster's adopted daughter, Irena Kolyana. The villagers neither protect nor harm her, lest they incur the vampire's wrath. Few know that Irena bears an µncanny resemblance to Tatyna, Strahd's dead beloved.
A Vampire Named Strahd
In life, Strahd von Zarovich was a count, a prince, a soldier, and a conqueror. After the death of his father, 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 father, and was so struck by its scenic beauty that he decided to settle there.
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's attention soon turned to Tatyana, a young Barovian woman of fine lineage and remarkable beauty. Despite Strahd's efforts, she instead fell in love with his younger brother, Sergei. Strahd murdered Sergei and drank his blood, sealing the evil pact with 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 session per player paid through PayPal
Day/Time: Multiple campaigns on different days/times as follows:
Curse of Strahd Campaign 1: Sunday 4:00 PM Pacific / 5:00 PM Mountain / 6:00 PM Central / 7:00 PM Eastern
Curse of Strahd Campaign 2: Friday 7:00 PM Pacific / 8:00 PM Mountain / 9:00 PM Central / 10:00 PM Eastern
The campaign will run at least 1 year. We'll continue playing every week until the hardcover adventure, bonus material, and story lines customized for the party have all been finished.
About Me
It's been my privilege to play and run D&D games for over 30 years. I've served as a full-time professional Dungeon Master for the last several years. This is my art form, which I take great pride in. I make it my mission to ensure that each player enjoys a truly memorable experience at my table.
I own every book ever published on Ravenloft, dating all the way back to the original module. It's by far my favorite campaign setting. If you play in one of my Strahd games, it will be my pleasure to share my love and knowledge of this fabulous lore with you!
I customize each adventure with stories and plots so that players in my groups enjoy a unique campaign. I also help players develop backstories for their characters over the course of a campaign, if they wish, and I'll even create custom quests based on them.
What's more, I feel fortunate to be able to work with a talented group of DMs to provide an even better gaming experience for everyone. We collaborate in providing extra help to people, and we are very welcoming to those those who are new to the game. This team approach also allows us to offer more gaming options to people.
Why A Paid Game
Dungeons & Dragons has never been more popular than it is right now, and the number of players continues to increase rapidly. There simply aren't enough experienced DMs running free games. What free games there are 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 enjoy playing with the same group every week, rather than having to start over by constantly joining the next free game that comes along. If you want to start and finish a long-term D&D campaign -- and experience it the way it was meant to played -- then join my game.
Here are some of the reasons why joining one of my games can provide a superior experience:
Beginners Welcome!
Beginners are welcome in my games, including people new to online play and those who have never played anywhere before. I enthusiastically provide newcomers with extra assistance to help them get settled in and learn our beloved game, including during character creation, in game, and between sessions. There is no extra charge for any extra help you might need.
Request an Invite to Play
To request an invite to play in this campaign, please post the following message "Reply to this Topic" section below:
"I want to play the D&D adventure Curse of Strahd with you!"
Hi! I’d love to play the new D&D adventure Arcana Unleashed: Deadfall with you!
I’m mainly interested in joining the D&D Beyond campaign temporarily so I can create a character using the shared sourcebooks and explore the character creation options. Once I’ve finished creating my character, I’ll leave the campaign.
If that’s okay with you, I’d really appreciate an invite. Thank you!
Phandelver and Below: The Shattered Obelisk - Official D&D hardcover campaign run by a pro DM - New players welcome!
Phandelver and Below: The Shattered Obelisk - Official D&D hardcover campaign run by a pro DM - New players welcome!
Save Phandalin from impending doom in this adventure for the world’s greatest roleplaying game. Unbeknown to any townsfolk, monsters lurk deep underneath the town and plot a chilling course. These monsters have allies, as bandits vie for control of Phandalin. Can a brave band of heroes stop this evil menace?
The Shattered Obelisk
The shattered obelisk is one of several similar objects found scattered throughout the multiverse. They are powerful artifacts with dangerous magical effects, although no two have the same powers. The earliest known examples of these magical obelisks can rewrite reality on a grand scale.
A mysterious group called the Weavers created the obelisks to undo great calamities — often by hurling a region or entire world back in time before the calamity occurred. No one knows anything about the Weavers because the evil wizard Vecna stole the secrets of the obelisks and used them to erase the knowledge of the Weavers from existence.
Lore of how to create the artifacts then seeped throughout the world, with wizards from the now-fallen empire of Netheril emerging as the most notable obelisk builders. None of these obelisks were as powerful as those created by the Weavers, but they could nevertheless enact great and terrible changes.
Welcome to Phandalin
Nestled on the northern Sword Coast, between Neverwinter Wood and the Sword Mountains, is the town of Phandalin. Centuries ago, Phandalin was a thriving settlement with deep ties to its neighboring communities. But then bandits overran the town, and Phandalin lay abandoned for centuries.
Only in the past few years have settlers built a new village on the ruins of the old. These townsfolk hope to grow Phandalin through hard work, camaraderie, and the shared purpose of building a lasting home. Threatening their efforts and their survival are bandits, brigands, and monsters.
Wave Echo Cave
Fifteen miles east of Phandalin, Wave Echo Cave lies in the deep vales of the Sword Mountains. The rich mine of the Phandelver Pact was lost five hundred years ago during bandit attacks that devastated this area.
In the centuries since, countless prospectors and adventurers have searched for the lost mine, but none succeeded until now. A drow is searching within Wave Echo Cave for the Forge of Spells, where the human mages of old Phandalin enchanted dwarven weapons and gnome gadgets. The abundance of powerful magic rumored to be hidden here is a rich prize, but could be devastating if these items fall into the wrong hands.
Attack of the Nematode
A massive creature called the Nematode awakens to full sentience. Able to fly as easily as it drifts through the Endless Void, the Nematode slips through the planes until it soars above Phandalin.
The Nematode arrives on a dark night, its darker shadow against the starlight the only indication of its presence. The people of Phandalin don’t initially realize the Nematode is anything other than a cloud passing overhead.
The true scope of the danger dawns as the morning light illuminates the Nematode writhing 500 feet above the town like a malevolent cloud. The creature is far too large to defeat by conventional attacks or spells. Brave adventurers must find another way to save the town from this menace...
Game Details
Campaign: Phandelver and Below: The Shattered Obelisk
Place: Online
Payment: $15 (USD) per session per player paid through PayPal
Day/Time: Multiple campaigns on different days/times as follows:
Phandelver and Below Campaign 1: Sunday 1:00 PM Pacific / 2:00 PM Mountain / 3:00 PM Central / 4:00 PM Eastern / 9:00 PM British / 10:00 PM CET
Phandelver and Below Campaign 2: Saturday 1:00 PM Pacific / 2:00 PM Mountain / 3:00 PM Central / 4:00 PM Eastern / 9:00 PM British / 10:00 PM CET
This campaign will run at least 1 year. We'll continue playing every week until the hardcover adventure, bonus material, and story lines customized for the party have all been finished.
About Me
It's been my privilege to play and run D&D games for over 30 years. I've served as a full-time professional Dungeon Master for the last several years. This is my art form, which I take great pride in. I make it my mission to ensure that each player enjoys a truly memorable experience at my table.
I own every D&D book ever published by TSR and WOTC, dating all the way back to the original releases. If you play in one of my games, it will be my pleasure to share my love and knowledge of this fabulous lore with you!
I customize each adventure with stories and plots so that players in my groups enjoy a unique campaign. I also help players develop backstories for their characters over the course of a campaign, if they wish, and I'll even create custom quests based on them.
What's more, I feel fortunate to be able to work with a talented group of DMs to provide an even better gaming experience for everyone. We collaborate in providing extra help to people, and we are very welcoming to those those who are new to the game. This team approach also allows us to offer more gaming options to people.
Why A Paid Game
Dungeons & Dragons has never been more popular than it is right now, and the number of players continues to increase rapidly. There simply aren't enough experienced DMs running free games. What free games there are 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 enjoy playing with the same group every week, rather than having to start over by constantly joining the next free game that comes along. If you want to start and finish a long-term D&D campaign -- and experience it the way it was meant to played -- then join my game.
Here are some of the reasons why joining one of my games can provide a superior experience:
Beginners Welcome!
Beginners are welcome in my games, including people new to online play and those who have never played anywhere before. I enthusiastically provide newcomers with extra assistance to help them get settled in and learn our beloved game, including during character creation, in game, and between sessions. There is no extra charge for any extra help you might need.
Request an Invite to Play
To request an invite to play in this campaign, please post the following message "Reply to this Topic" section below:
"I want to play the D&D adventure Phandelver and Below with you!"
Baldur's Gate: Descent into Avernus - Official D&D hardcover campaign run by a pro DM - New players welcome!
Baldur's Gate: Descent into Avernus - Official D&D hardcover campaign run by a pro DM - New players welcome!
Diabolical dangers await in this adventure for the world’s greatest roleplaying game. Welcome to Baldur's Gate, a city of ambition and corruption. You’ve just started your adventuring career, but already find yourself embroiled in a plot that sprawls from the shadows of Baldur's Gate to the front lines of the planes-spanning Blood War! Do you have what it takes to turn infernal war machines and nefarious contracts against the archdevil Zariel and her diabolical hordes? And can you ever hope to find your way home safely when pitted against the infinite evils of the Nine Hells?
Welcome to Baldur’s Gate
Even the most hardened adventurers watch their steps in Baldur’s Gate, where lives hold prices in copper and greed proves deadlier than dragon fire. Baldur’s Gate has a reputation for being a rough place, where crime and opportunity walk hand in hand, and where anything can be bought, sold, or seized at sword point. If something can be given a price, it’s for sale somewhere in Baldur’s Gate. Drugs and poisons sit on shelves alongside tinctures and remedies. Trade goods from Chult, mechanical wonders from Neverwinter, tomes of magic from Calimshan, and the most believable counterfeits of each can all be found in the city’s stalls.
Beyond all its dangers, Baldur’s Gate is an adventurer’s city, a place where a sword-for-hire can find a rich patron, join a secret guild, stalk killers for a bounty, or come to the aid of desperate citizens. Good-hearted champions fight against corruption and bring murderers to justice, while less moral mercenaries find a good price for their services. The city offers opportunities as well as the most reliable and ruthless market on the Sword Coast. Information, treasures, secrets, and souls can be bought or sold for the right price.
Since its beginning as a quiet backwater community, Baldur’s Gate has undergone a dramatic transformation, becoming the hub of danger and adventure it is today. As a great hero of Baldur’s Gate once said, “Watch your step in the shadows. Watch your back in the light. Win a prize beyond your wildest dreams or disappear into forgotten history. Every day your life is on the line. Every day you could become a legend. Welcome to Baldur’s Gate.”
Evil Schemes
Centuries ago, the hero Balduran spent years questing in lands across the Sea of Swords and beyond. When finally he returned to his village of Gray Harbor, he brought fantastic wealth with him. These boons greatly improved the town's fortunes, launching businesses, expanding its docks, and seeing the creation of a defensive wall around the town. In honor of their heroic patron, the citizens came to call one of their new wall’s passages Baldur’s Gate. Within a generation, the settlement known as Baldur’s Gate began appearing on maps of the Sword Coast.
Over the years, Baldur’s Gate has harbored countless evil schemes and conspiracies. Perhaps the most dastardly, though, was that perpetrated by Bhaal, god of murder, who foresaw his own death during the Time of Troubles. While in mortal form, Bhaal conceived multitudes of offspring, plotting to have them resurrect him. They actively hunted and slew each other, with the survivors collecting ever more of Bhaal’s godly essence.
Sarevok, a Bhaalspawn and member of the Iron Throne merchants’ guild, sought to spark war with the nation of Amn and become the new Lord of Murder. Another Bhaalspawn, aided by powerful allies, thwarted Sarevok’s plan and brought stability, if not peace, to Baldur’s Gate once more. Yet, Bhaal and his faithful have menaced the city ever since.
The Angel Zariel
On the plane of Mount Celestia, the angel Zariel chastised her peers for not getting involved in the Blood War. She felt that it was the responsibility of the angelic host to destroy evil in the multiverse, rather than stand back and watch demons and devils annihilate one another, destroying vast swaths of the multiverse in the process. In defiance of her superiors, Zariel left Mount Celestia and went to Elturel, where she rallied an army of warriors and trained them to fight in the Blood War.
Zariel led her army out of Elturel amid a throng of cheering well-wishers and proud citizens. In an epic charge known as the Ride, Zariel's army entered Avernus and took the fight to the archdevil Bel and his infernal legions. Many of Zariel's warriors fought bravely, but for others, the horrors of the Nine Hells proved too great. They fled back through the portal, sealing it behind them and never revealing their shameful retreat and betrayal.
Zariel's Fall
Zariel lost more than her army on Avernus. She also lost a hand, which was severed in battle. As her sword fell to the ground, Zariel ordered Yael, her most devoted general, to take the weapon and hide it, so that the devils would not destroy or corrupt it. Zariel's other two generals, Olanthius and Haruman, refused to leave Zariel's side. All three were captured and sent to Nessus, the lowest of the Nine Hells. There, Zariel was brought before Asmodeus, who welcomed her with open arms.
The Lord of the Nine commended Zariel for her battle prowess and the strength of her convictions. He offered her rulership of Avernus, much to Bel's chagrin. By swearing fealty to Asmodeus and the Nine Hells, Zariel could bring her rage to bear against the demons and continue to fight in the Blood War, with legions of devils under her command. Zariel accepted Asmodeus's terms, completing her fall from grace.
Diabolical Dangers
The holy city of Elturel has disappeared from the Forgotten Realms and descended into Avernus, the first layer of the Nine Hells. This event came about as the result of an infernal bargain between the archdevil Zariel, who rules Avernus, and the treacherous High Overseer of Elturel, Thavius Kreeg. Zariel is capturing cities and using their citizens as fodder in the ongoing conflict between demons and devils known as the Blood War. Next on Zariel's list of cities is Elturel's neighbor, Baldur's Gate. The characters can be the heroes who descend into Avernus, save Elturel from certain destruction, and prevent a similar fate from befalling Baldur's Gate.
Game Details
Campaign: Baldur's Gate: Descent into Avernus
Date: Weekly sessions every Tuesday
Time: 4:00 PM Pacific / 5:00 PM Mountain / 6:00 PM Central / 7:00 PM Eastern
Place: Online
Payment: $15 (USD) per session per player paid through PayPal
This campaign will run at least 1 year. We'll continue playing every week until the hardcover adventure, bonus material, and story lines customized for the party have all been finished.
About Me
It's been my privilege to play and run D&D games for over 30 years. I've served as a full-time professional Dungeon Master for the last several years. This is my art form, which I take great pride in. I make it my mission to ensure that each player enjoys a truly memorable experience at my table.
I own every D&D book ever published by TSR and WOTC, dating all the way back to the original releases. If you play in one of my games, it will be my pleasure to share my love and knowledge of this fabulous lore with you!
I customize each adventure with stories and plots so that players in my groups enjoy a unique campaign. I also help players develop backstories for their characters over the course of a campaign, if they wish, and I'll even create custom quests based on them.
What's more, I feel fortunate to be able to work with a talented group of DMs to provide an even better gaming experience for everyone. We collaborate in providing extra help to people, and we are very welcoming to those those who are new to the game. This team approach also allows us to offer more gaming options to people.
Why A Paid Game
Dungeons & Dragons has never been more popular than it is right now, and the number of players continues to increase rapidly. There simply aren't enough experienced DMs running free games. What free games there are 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 enjoy playing with the same group every week, rather than having to start over by constantly joining the next free game that comes along. If you want to start and finish a long-term D&D campaign -- and experience it the way it was meant to played -- then join my game.
Here are some of the reasons why joining one of my games can provide a superior experience:
Beginners Welcome!
Beginners are welcome in my games, including people new to online play and those who have never played anywhere before. I enthusiastically provide newcomers with extra assistance to help them get settled in and learn our beloved game, including during character creation, in game, and between sessions. There is no extra charge for any extra help you might need.
Request an Invite to Play
To request an invite to play in this campaign, please post the following message "Reply to this Topic" section below:
"I want to play the D&D adventure Baldur's Gate: Descent into Avernus with you!"
Waterdeep: Dungeon of the Mad Mage - Official D&D hardcover campaign run by a pro DM - New players welcome!
Waterdeep: Dungeon of the Mad Mage - Official D&D hardcover campaign run by a pro DM - New players welcome!
Undermountain is the largest, deepest dungeon in the Forgotten Realms. This adventure will begin with a thrilling quest from Waterdeep Dragon Heist. Volothamp Geddarm, the famous explorer and raconteur, has a quest for you. If you complete it, Volo rewards you handsomely. Yet a much greater prize lies hidden somewhere in the City of Splendors, waiting to be claimed.
Welcome to Waterdeep
In Waterdeep, a gold coin is called a dragon, and someone has hidden half a million dragons in the City of Splendors. A grand urban caper awaits you. Pit your skill and bravado against villains the likes of which you’ve never faced before, and let the dragon hunt begin!
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. If 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.
Dragon Heist is a treasure hunt set against an urban backdrop. 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, the characters are pulled into the conflict...
A Knot in the Weave
Where Waterdeep stands today, there once stood Aelinthaldaar, the capital city of the ancient elven kingdom of Illefarn. When the elves left, they used a powerful spell to erase all traces of their capital. This spell had the unintended side effect of creating a permanent knot in the Weave, the fabric through which all magic is channeled. This knot lies deep underground and isn’t something that can be seen, felt, or undone, but it can cause madness to bloom in the minds of mortal beings who dwell near it for too long. The knot permeates Undermountain, and the madness it causes typically manifests as an obsession with the dungeon itself. Those affected by the knot in the Weave exhibit a subconscious desire to remain in or near the dungeon. Halaster and several of his apprentices fell prey to this obsession, as did many Melairkyn dwarves and Durnan, the proprietor of the Yawning Portal. Not all creatures that dwell in Undermountain succumb to its madness, and those who do aren’t even aware that the dungeon has them in its clutches.
The Yawning Portal
The Yawning Portal, the famous inn and tavern located near the eastern slope of Mount Waterdeep, derives its name from a 40-foot-diameter well that descends into the first level of Undermountain. Located in the center of the taproom, the well was once the outer shell of Halaster’s mighty tower, which was demolished long ago. Its sheer walls are made of old mortared stones. Next to this gaping orifice hangs a winch with a simple rope-and-pulley mechanism that Durnan, the proprietor, uses to lower adventurers down the shaft and (sometimes) pull them up again. Durnan controls the winch himself and will transport only one adventurer at a time. The trip takes 10 rounds, down and up. The rope is stained with old blood and long enough to reach all the way to the floor of the dark room at the bottom of the 140-foot shaft.
The Mad Mage
More than one thousand years ago, the wizard Halaster Blackcloak journeyed from a distant land to the base of Mount Waterdeep, perhaps acceding to the whispered summons of providence. Some believe he hailed from the nearly forgotten empire known as the Cradlelands. In ages past, humanity spread from the Cradlelands across Faerûn, originating from what is now the Plains of Purple Dust, a wasteland birthed out of a conflict with the gods. Others give Halaster less ancient origins, placing him among the early wizards of Netheril, or asserting that he came from a southern nation long since buried by sand and time. Whatever his origin, scholars have recorded that Halaster brought with him seven apprentices to Mount Waterdeep.
With the Seven guarding his back, Halaster tapped into his immense power to summon beings from other planes of existence to help him build a wizard’s tower to dwarf all other wizard’s towers. But as the seasons wore on, the Seven saw less and less of their enigmatic master. Halaster continued to use fell creatures from distant planes for tunneling and other construction beneath his tower, and the wizard kept the nature of most of his underground dealings a secret from the Seven. Eventually, Halaster’s exploration broke into the Underhalls, a complex of tunnels and rooms built by the dwarves around a mithral mine beneath Mount Waterdeep. The architects of the Underhalls, the Melairkyn clan, had long ago been killed or dispersed, and warring duergar and drow had settled in the ruins. Halaster began a crusade against both the drow and the duergar, participating in wild hunts with extraplanar allies through the tunnels. The stubborn duergar dug in until the mithral was largely mined out; then they abandoned the Underhalls, leaving the drow to fight Halaster and his minions alone. The Mad Mage rounded up the remaining dark elves, trapping some of their souls for use in his dark magic, while twisting the bodies and enslaving the minds of others. Once he had wrung the drow of their usefulness, Halaster Blackcloak tunneled on, ever downward, indulging his inexplicable compulsion for delving deeper and deeper into the mountain.
Using his underground complex as a base of operations, Halaster traveled to other planes and distant lands, collecting strange and dangerous creatures to live as prisoners, servants, or guardians in Undermountain. Populating and defending the dungeon became an obsession. Over time, the mage’s preoccupation with Undermountain electrified his eccentricities and infused him with an air of unconcealable madness....
Game Details
Campaign: Waterdeep: Dungeon of the Mad Mage
Date: Weekly sessions every Monday
Time: 7:00 PM Pacific / 8:00 PM Mountain / 9:00 PM Central / 10:00 PM Eastern
Place: Online
Payment: $15 (USD) per session per player paid through PayPal
This campaign will run at least 1 year. We'll continue playing every week until the hardcover adventure, bonus material, and story lines customized for the party have all been finished.
About Me
It's been my privilege to play and run D&D games for over 30 years. I've served as a full-time professional Dungeon Master for the last several years. This is my art form, which I take great pride in. I make it my mission to ensure that each player enjoys a truly memorable experience at my table.
I own every D&D book ever published by TSR and WOTC, dating all the way back to the original releases. If you play in one of my games, it will be my pleasure to share my love and knowledge of this fabulous lore with you!
I customize each adventure with stories and plots so that players in my groups enjoy a unique campaign. I also help players develop backstories for their characters over the course of a campaign, if they wish, and I'll even create custom quests based on them.
What's more, I feel fortunate to be able to work with a talented group of DMs to provide an even better gaming experience for everyone. We collaborate in providing extra help to people, and we are very welcoming to those those who are new to the game. This team approach also allows us to offer more gaming options to people.
Why A Paid Game
Dungeons & Dragons has never been more popular than it is right now, and the number of players continues to increase rapidly. There simply aren't enough experienced DMs running free games. What free games there are 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 enjoy playing with the same group every week, rather than having to start over by constantly joining the next free game that comes along. If you want to start and finish a long-term D&D campaign -- and experience it the way it was meant to played -- then join my game.
Here are some of the reasons why joining one of my games can provide a superior experience:
Beginners Welcome!
Beginners are welcome in my games, including people new to online play and those who have never played anywhere before. I enthusiastically provide newcomers with extra assistance to help them get settled in and learn our beloved game, including during character creation, in game, and between sessions. There is no extra charge for any extra help you might need.
Request an Invite to Play
To request an invite to play in this campaign, please post the following message "Reply to this Topic" section below:
"I want to play the D&D adventure Waterdeep: Dungeon of the Mad Mage with you!"
Tyranny of Dragons - Official D&D hardcover campaign run by a pro DM - New players welcome!
Tyranny of Dragons - Official D&D hardcover campaign run by a pro DM - New players welcome!
Dragon fire threatens to consume Faerûn! Do you dare oppose the Cult of the Dragon and resist the might of Tiamat, Queen of Dragons? Welcome to Tyranny of Dragons! This epic campaign combines two thrilling tales, Hoard of the Dragon Queen and The Rise of Tiamat.
Over the course of this adventure, you’ll face an evil alliance intent on unleashing a draconic apocalypse upon Faerûn. The Cult of the Dragon, the Red Wizards of Thay, and a conspiracy of other villains plot to reshape the world, making it ready for the coming of Tiamat. As events unfold, dragons rampage across the Sword Coast, serving at the vanguard of a legion of cultists, fiends, and worse.
To oppose these forces, new heroes must rise and resist them. Yet, they need not do so alone. Groups like the Harpers, the Lord’s Alliance, and even the wicked Zhentarim might be rallied to oppose the Cult of the Dragon, but only if clever souls convince them to put aside their age-old rivalries.
Will the people of the Realms stand and oppose the forces of dragonkind, or will they fall amid waves of dragon breath?
The Cult of the Dragon
The Cult of the Dragon has been active in Faerûn for centuries. It has focused on making undead dragons to fulfill a prophecy most of that time, but that’s changing.
The Cult of the Dragon has expanded its operation in larger and bolder ways. Its leaders send diplomatic missions to Berdusk, Triel, and other settlements demanding tribute—and offering protection from dragon raids for those who comply. Cultists shake down caravans seeking protection money, and have been burning caravans that belong to the rivals of those who do pay. Less scrupulous merchants are finding it easier to do business with the cult than to fight against them. Residents and travelers in the region alike are understandably worried about these developments...
Dragon Masks
The new leader of the cult is a Calishite named Severin Silrajin, who believes that real draconic knowledge and power belongs to living dragons, not undead ones. Severin’s ambition amused Tiamat, so she revealed the existence of five dragon masks to him—one for each chromatic dragon color.
Individually, these ancient masks allow wearers to communicate with dragons. More importantly, a person who is erudite in draconic lore becomes a wyrmspeaker while wearing the mask, which allows the wearer to think like a dragon, gain favor among dragons, and subtly influence their behavior. When all five are brought together, they magically merge into a single Mask of the Dragon Queen. With the assembled mask, the cult can release Tiamat from her prison in the Nine Hells.
The Sea of Moving Ice
Maccath the Crimson, a tiefling sorcerer of the Arcane Brotherhood, is an acknowledged expert on the Draakhorn—an ancient relic being used by the cult to summon dragons to their cause. She disappeared three years ago in the Sea of Moving Ice, where she is presently a prisoner of the white dragon Arauthator. The characters must make their way to Arauthator’s iceberg lair and convince Maccath to join them. By driving away the dragon and carrying off valuable dragon lore, they deal a blow to the cult and might gain the Arcane Brotherhood as allies in the process.
Secrets
The Cult of the Dragon has kept secret its goal to bring Tiamat into the world thus far. Many know of the cult’s increased activity along the Sword Coast, especially in the north, but the reasons behind the resurgence are unknown.
Besides his cultists, Severin has forged an alliance with a splinter faction of the Red Wizards of Thay. This small and secretive group, led by an outcast named Rath Modar, plots to unseat the lich Szass Tam from his position over the Red Wizards. Rath believes that in exchange for his help in releasing Tiamat, she will grant him the power he needs to overthrow Szass Tam.
A Time for Heroes
This is a time for heroes to inspire the people of the Sword Coast with a great victory. Fortunately, the Forgotten Realms has just such a group of heroes...
Game Details
Campaign: Tyranny of Dragons
Date: Weekly sessions every Tuesday
Time: 7:00 PM Pacific / 8:00 PM Mountain / 9:00 PM Central / 10:00 PM Eastern
Place: Online
Payment: $15 (USD) per session per player paid through PayPal
This campaign will run at least 1 year. We'll continue playing every week until the hardcover adventure, bonus material, and story lines customized for the party have all been finished.
About Me
It's been my privilege to play and run D&D games for over 30 years. I've served as a full-time professional Dungeon Master for the last several years. This is my art form, which I take great pride in. I make it my mission to ensure that each player enjoys a truly memorable experience at my table.
I own every D&D book ever published by TSR and WOTC, dating all the way back to the original releases. If you play in one of my games, it will be my pleasure to share my love and knowledge of this fabulous lore with you!
I customize each adventure with stories and plots so that players in my groups enjoy a unique campaign. I also help players develop backstories for their characters over the course of a campaign, if they wish, and I'll even create custom quests based on them.
What's more, I feel fortunate to be able to work with a talented group of DMs to provide an even better gaming experience for everyone. We collaborate in providing extra help to people, and we are very welcoming to those those who are new to the game. This team approach also allows us to offer more gaming options to people.
Why A Paid Game
Dungeons & Dragons has never been more popular than it is right now, and the number of players continues to increase rapidly. There simply aren't enough experienced DMs running free games. What free games there are 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 enjoy playing with the same group every week, rather than having to start over by constantly joining the next free game that comes along. If you want to start and finish a long-term D&D campaign -- and experience it the way it was meant to played -- then join my game.
Here are some of the reasons why joining one of my games can provide a superior experience:
Beginners Welcome!
Beginners are welcome in my games, including people new to online play and those who have never played anywhere before. I enthusiastically provide newcomers with extra assistance to help them get settled in and learn our beloved game, including during character creation, in game, and between sessions. There is no extra charge for any extra help you might need.
Request an Invite to Play
To request an invite to play in this campaign, please post the following message "Reply to this Topic" section below:
"I want to play the D&D adventure Tyranny of Dragons with you!"