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I have been involved with TTRPGs since I was a kid, totaling 23 years of experience, with the last 5 years dedicated specifically to running DnD 5e 2014 games.
I consider myself a jack of all trades when it comes to entertainment and knowledge. I am a published philosophy and sociology major and teacher. Over the years I have been a lead vocalist in bands, produced music videos, acted in theater plays and films, worked as a stand up comedian, and done voice over and dubbing work. I am currently pursuing my third degree in religious studies, with a strong focus on mythmaking and narrative structures.
At heart, I am a performer. TTRPGs allow me to bring all of these skills together to entertain, immerse, and help tell the kind of stories that only a table of committed players can create together.
The Age of Dungeons
In the World of Agon, every few cycles, a divine act of wonder ushers in a new age. Each time the Dungeons appear, they reshape the nations of Agon. Cultures shift, economies rise and fall, and even geography bends under the mythical pull of these places.
The Dungeons promise fortune in gold, rare artifacts, unexplored landscapes, and enemies unlike any others. How far will you go? How many foes will you defeat? How many parties will you leave behind as you clear the levels?
That is up to you to discover.
This time, the Dungeons have appeared in the nation of Dalbora. Once ruled by noble families, Dalbora embraced democracy and justice for all only a few decades ago. Its gilded banners stand in stark contrast to the surrounding nations, and now the country faces its greatest ideological test.
With eight active Dungeons within its borders, anyone can amass wealth and power. While the old noble houses still command vast resources and legendary adventurers, any member of the Guild of Adventurers has the chance to rise beyond their wildest expectations.
Your group will begin by discovering a Dungeon by chance. As adventurers affiliated with the Guild of Adventurers of Dalbora, you benefit from a Finder’s Charter, granting exclusive exploration rights for a full week without territorial disputes. You also gain naming rights for the Dungeon, permanently inscribed into the world’s lore.
Dungeon delving is not the only path forward. When the depths grow too dangerous or too costly, guild contracts await. Factions maneuver in the shadows. Cities breathe with life and intrigue. You will have clear objectives when you want direction, and a living sandbox when you want freedom.
Pursue the plotlines that interest your group or your character. Pick up old threads or carve new ones. How far you go is entirely your choice.
The World of Agon has existed for over five years outside the game itself. Multiple groups have shaped its history, altered its locations, and left lasting marks on the setting. All of my DnD 5e 2014 campaigns take place in this shared world, featuring recurring NPCs, evolving locations, and occasional crossover events when agreed upon by the groups involved.
In addition, the campaign offers exclusive magic item price tables, allowing characters to purchase items they actively seek. There are over 60 playable races, with custom options currently in development. Players have access to a shared book compendium, dynamic lighting, and other quality of life features to support immersion and play.
Campaign Info
System
DnD 5e 2014
Session Time
Sunday's from 8 PM to 11 PM EST [LVL 13]
OR
Tuesday's from 8 PM to 11 PM EST [LVL 13]
Sessions may occasionally run slightly longer if all players agree
Platforms
Roll20 for gameplay
Discord for voice only
Starting Level
Level 13 [Sunday's 8PM EST]
Level 3 [Tuesday's 8PM EST]
Level Up Method
Milestone based progression
Ability Scores
Players choose either a plus two and plus one, or three plus ones
Racial ability score increases are ignored in favor of Tasha’s rules
Optional Features
Tasha’s optional features are in use
Stats Method
To keep things fair while still letting you choose your risk level, we’re using two different stat-generation options. Both generate a full set of six stats.
Option A
Roll 6#5d6kh3 (5d6, keep highest 3, six times)
You roll ONE set only — no rerolls
This method was common at other tables and produces very solid, consistent stats
Option B
Roll 6#4d6kh3 (4d6, keep highest 3, six times)
You may keep the set OR discard it and reroll
You can do this up to two times
All rolls are made openly in the Discord server
Hit Dice
All hit dice gained on level up are maximized
Multiclassing
Permitted, following standard minimum ability score requirements
Feats
All characters begin with one feat
Variant Human is not used, only base Human, which still receives the starting feat
Character Sheets
Roll20 character sheet or DnD Beyond
Books Available on the Compendium
Player’s Handbook
Dungeon Master’s Guide
Fizban’s Treasury of Dragons
Mordenkainen Presents Monsters of the Multiverse
Mordenkainen’s Tome of Foes
Sword Coast Adventurer’s Guide
Tasha’s Cauldron of Everything
Xanathar’s Guide to Everything
Volo’s Guide to Monsters
Van Richten’s Guide to Ravenloft
The Wild Beyond the Witchlight
Current Slots - Sunday's
2 Slots available
- Reborn Ranger
- Satyr Bard
- Halfling Rogue
- Shifter Barbarian
- Tiefling Barbarian
- Filled
Current Slots - Tuesday's
3 Slots available
- Dhampir Gunslinger
- High-Elf Bladesinger
- Human Fighter
- AVAILABLE
- AVAILABLE
- AVAILABLE
Payment Method and Information
Session Zero, which includes character creation, lore introduction, and homebrew overview, is completely free.
Session One, your first actual play session, is also free.
From Session Two onward, there are two payment options.
15$ USD per session
Or 45$ USD for a bundle of four sessions
Sessions cancelled by the GM are never charged.
All payments are made before session time via PayPal.
those are mysterious spaces contained in demi-planes, with entrances scattered all throughout Dalbora. Each Dungeon has its particularities and challenges, that you will come to know more about in time. The Guild selected each and one of you to be the first through the gates of one of them, but fret not, you will get the opportunity to visit them all if you wish so in time, but the first one you choose will allow to explore freely for a week without other parties cluttering the place, allowing you to delve in their mysteries undisturbed. Your party will also get naming rights, every dungeon is named for it's entrance, you will get to give it's title. You will also have the opportunity to set an HQ (Bastion) there, as cities will naturally form around them to supply adventurer's and to be a trade hub for the riches extracted.
The Pit
A vast sunken expanse of scorched stone and ruined structures where combat is constant and unavoidable. Heat, collapsing terrain, and roaming hostile forces ensure prolonged engagements and rapid exhaustion.
The Maze
An ever-shifting complex of flooded corridors and sealed chambers. Navigation is unreliable, visibility is limited, and many denizens exploit concealment and foreknowledge to control encounters.
The Stairway
A vertical dungeon composed of ascending platforms, suspended paths, and open air passages. Movement is continuous, falls are common, and most threats rely on speed, reach, or ranged pressure.
The Mirror
An unstable interior of reflective surfaces and mutable spaces. Illusions, false paths, and deceptive entities are prevalent, often obscuring enemies, objectives, or the dungeon’s true layout.
The Chasm - Ardyn's Prayer
A deep, overgrown rift filled with layered ecosystems. Dense terrain, limited sightlines, and coordinated predators make ambushes frequent and prolonged exposure increasingly dangerous.
The Gate
A monumental structure of ordered halls and radiant chambers. Progress is regulated by trials, enforced rules, and sentinels that punish imprecision and unauthorized advancement.
The Mausoleum
An expansive necropolis of tombs, catacombs, and sealed sanctums. Life-draining effects, persistent undead, and irreversible hazards are common throughout its depths.
The Tower
A massive, fortified structure descending as much as it rises. Durable constructs, siege-grade threats, and environmental pressure reward preparation and sustained engagement over speed.
The GM
Hi, nice to meet you. I am Goliath GM.
I have been involved with TTRPGs since I was a kid, totaling 23 years of experience, with the last 5 years dedicated specifically to running DnD 5e 2014 games.
I consider myself a jack of all trades when it comes to entertainment and knowledge. I am a published philosophy and sociology major and teacher. Over the years I have been a lead vocalist in bands, produced music videos, acted in theater plays and films, worked as a stand up comedian, and done voice over and dubbing work. I am currently pursuing my third degree in religious studies, with a strong focus on mythmaking and narrative structures.
At heart, I am a performer. TTRPGs allow me to bring all of these skills together to entertain, immerse, and help tell the kind of stories that only a table of committed players can create together.
The Age of Dungeons
In the World of Agon, every few cycles, a divine act of wonder ushers in a new age. Each time the Dungeons appear, they reshape the nations of Agon. Cultures shift, economies rise and fall, and even geography bends under the mythical pull of these places.
The Dungeons promise fortune in gold, rare artifacts, unexplored landscapes, and enemies unlike any others. How far will you go? How many foes will you defeat? How many parties will you leave behind as you clear the levels?
That is up to you to discover.
This time, the Dungeons have appeared in the nation of Dalbora. Once ruled by noble families, Dalbora embraced democracy and justice for all only a few decades ago. Its gilded banners stand in stark contrast to the surrounding nations, and now the country faces its greatest ideological test.
With eight active Dungeons within its borders, anyone can amass wealth and power. While the old noble houses still command vast resources and legendary adventurers, any member of the Guild of Adventurers has the chance to rise beyond their wildest expectations.
Your group will begin by discovering a Dungeon by chance. As adventurers affiliated with the Guild of Adventurers of Dalbora, you benefit from a Finder’s Charter, granting exclusive exploration rights for a full week without territorial disputes. You also gain naming rights for the Dungeon, permanently inscribed into the world’s lore.
Dungeon delving is not the only path forward. When the depths grow too dangerous or too costly, guild contracts await. Factions maneuver in the shadows. Cities breathe with life and intrigue. You will have clear objectives when you want direction, and a living sandbox when you want freedom.
Pursue the plotlines that interest your group or your character. Pick up old threads or carve new ones. How far you go is entirely your choice.
The World of Agon has existed for over five years outside the game itself. Multiple groups have shaped its history, altered its locations, and left lasting marks on the setting. All of my DnD 5e 2014 campaigns take place in this shared world, featuring recurring NPCs, evolving locations, and occasional crossover events when agreed upon by the groups involved.
In addition, the campaign offers exclusive magic item price tables, allowing characters to purchase items they actively seek. There are over 60 playable races, with custom options currently in development. Players have access to a shared book compendium, dynamic lighting, and other quality of life features to support immersion and play.
Campaign Info
System
DnD 5e 2014
Session Time
Sunday's from 8 PM to 11 PM EST [LVL 13]
OR
Tuesday's from 8 PM to 11 PM EST [LVL 13]
Sessions may occasionally run slightly longer if all players agree
Platforms
Roll20 for gameplay
Discord for voice only
Starting Level
Level 13 [Sunday's 8PM EST]
Level 3 [Tuesday's 8PM EST]
Level Up Method
Milestone based progression
Ability Scores
Players choose either a plus two and plus one, or three plus ones
Racial ability score increases are ignored in favor of Tasha’s rules
Optional Features
Tasha’s optional features are in use
Stats Method
To keep things fair while still letting you choose your risk level, we’re using two different stat-generation options. Both generate a full set of six stats.
Option A
Roll 6#5d6kh3 (5d6, keep highest 3, six times)
You roll ONE set only — no rerolls
This method was common at other tables and produces very solid, consistent stats
Option B
Roll 6#4d6kh3 (4d6, keep highest 3, six times)
You may keep the set OR discard it and reroll
You can do this up to two times
All rolls are made openly in the Discord server
Hit Dice
All hit dice gained on level up are maximized
Multiclassing
Permitted, following standard minimum ability score requirements
Feats
All characters begin with one feat
Variant Human is not used, only base Human, which still receives the starting feat
Character Sheets
Roll20 character sheet or DnD Beyond
Books Available on the Compendium
Player’s Handbook
Dungeon Master’s Guide
Fizban’s Treasury of Dragons
Mordenkainen Presents Monsters of the Multiverse
Mordenkainen’s Tome of Foes
Sword Coast Adventurer’s Guide
Tasha’s Cauldron of Everything
Xanathar’s Guide to Everything
Volo’s Guide to Monsters
Van Richten’s Guide to Ravenloft
The Wild Beyond the Witchlight
Current Slots - Sunday's
2 Slots available
- Reborn Ranger
- Satyr Bard
- Halfling Rogue
- Shifter Barbarian
- Tiefling Barbarian
- Filled
Current Slots - Tuesday's
3 Slots available
- Dhampir Gunslinger
- High-Elf Bladesinger
- Human Fighter
- AVAILABLE
- AVAILABLE
- AVAILABLE
Payment Method and Information
Session Zero, which includes character creation, lore introduction, and homebrew overview, is completely free.
Session One, your first actual play session, is also free.
From Session Two onward, there are two payment options.
15$ USD per session
Or 45$ USD for a bundle of four sessions
Sessions cancelled by the GM are never charged.
All payments are made before session time via PayPal.
PayPal email is brunogoliath@gmail.com
Contact Info
You can message me directly here on Roll20, or on Discord
Discord handle
brunogoliath
Email
brunogoliath@gmail.com
You may also join our Discord server via invite https://discord.gg/umPRhZwPRF
Little Update
The Sunday campaign slots are completely filled
And the Tuesday campaign has 3 slots left, and we are gearing up for the session pretty soon...
I'll also add later today the specifications of all Dungeons you and your adventuring party can explore, Goliath GM out hoping to see you soon!
The Dungeons are upon us,
those are mysterious spaces contained in demi-planes, with entrances scattered all throughout Dalbora.
Each Dungeon has its particularities and challenges, that you will come to know more about in time.
The Guild selected each and one of you to be the first through the gates of one of them, but fret not, you will get the opportunity to visit them all if you wish so in time, but the first one you choose will allow to explore freely for a week without other parties cluttering the place, allowing you to delve in their mysteries undisturbed. Your party will also get naming rights, every dungeon is named for it's entrance, you will get to give it's title. You will also have the opportunity to set an HQ (Bastion) there, as cities will naturally form around them to supply adventurer's and to be a trade hub for the riches extracted.
The Pit
A vast sunken expanse of scorched stone and ruined structures where combat is constant and unavoidable. Heat, collapsing terrain, and roaming hostile forces ensure prolonged engagements and rapid exhaustion.
The Maze
An ever-shifting complex of flooded corridors and sealed chambers. Navigation is unreliable, visibility is limited, and many denizens exploit concealment and foreknowledge to control encounters.
The Stairway
A vertical dungeon composed of ascending platforms, suspended paths, and open air passages. Movement is continuous, falls are common, and most threats rely on speed, reach, or ranged pressure.
The Mirror
An unstable interior of reflective surfaces and mutable spaces. Illusions, false paths, and deceptive entities are prevalent, often obscuring enemies, objectives, or the dungeon’s true layout.
The Chasm - Ardyn's Prayer
A deep, overgrown rift filled with layered ecosystems. Dense terrain, limited sightlines, and coordinated predators make ambushes frequent and prolonged exposure increasingly dangerous.
The Gate
A monumental structure of ordered halls and radiant chambers. Progress is regulated by trials, enforced rules, and sentinels that punish imprecision and unauthorized advancement.
The Mausoleum
An expansive necropolis of tombs, catacombs, and sealed sanctums. Life-draining effects, persistent undead, and irreversible hazards are common throughout its depths.
The Tower
A massive, fortified structure descending as much as it rises. Durable constructs, siege-grade threats, and environmental pressure reward preparation and sustained engagement over speed.