Stumbling Streets

Stumbling Streets

The city of Mount Halrock has become buried in a sea of the dead, will the last bastion of civilization hold out or fall...

TYPE

Campaign

LEVELS

1–15

LANGUAGE

English

EXPERIENCE

Beginner

AGE

18+
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Send a request to join this game. The Game Master will review your application and reach out with follow up questions to see if you are a good fit for the table.
1 SEAT LEFT
$25.00

/ Session

Details

Bi-weekly / Friday - 11:45 PM UTC

Session Duration / 3.5–4 hours

Campaign Length / 1–40 Sessions

4 / 5 Seats Filled

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Schedule

This game will begin once 3 players have joined

Meet your party members

4/5

About the adventure

The magitek train of the Seamountain Rail Lines make the trek across the island of Rastom day by day but the rampant spread of a terribly undead plague has made the journey to Mount Halrock all that much more dangerous... The game will run every week (or every other week if a dedicated party is formed and the tempo needs adjusted) on Thursday, 5:45pm CST until the adventure is complete, after which it will restart with the same premise and scheduling.

Game style

Combat Heavy

Dungeon Crawl

Roleplay Heavy

Rule of Cool (RoC)

Game themes

Meet the Game Master

5.0

(12)

1 year on StartPlaying

Highly rated for: Creativity, World Builder, Inclusive

About me

My name is Mike and I would love for you to bring your characters to life at my table! As a Game Master with over 20 of experience and a keen interest in learning different systems, I have a firm understanding of what helps make these games work and, most importantly, where to bend those systems to fit YOUR story. I'm very comfortable making adjustments to the world and the playstyle to conform to what my players need; that includes sensitivity discussions, trigger considerations, and reflexive changes for in-the-moment issues. I pride myself on being very chill and adaptable as well as LGBTQIA+ and BIPOC-friendly. I tend to run RP-heavy games- though a good dungeon crawl is always something I am interested in. I enjoy solid backstories and character motivations and I want to build the best world your character can experience. I love to help players integrate themselves into the world- whether that is in Faerun, Eberron, or my own homebrew world. Many of my paid games are Dungeons and Dragons 5E (2014/2024 agnostic) but I have experience in World of Darkness (5E), Mothership, Cyberpunk RED, and an interest in expanding into games like Star Wars: Edge of the Empire, Pathfinder and more.

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Character creation

Creating your character

Character concepts will be discussed and explored in a group Discord chat on my server as well as in DMs. Character creation can be done solo or as a group with any character not created before the first session being built at the beginning of Session 1, acting as the groups session zero. All the players will start as though they are trusted companions, what level of companionship that is will be up to the players to discern during the session zero as well as the reason the party has come to this fetid jungle.

What to expect

Preparing for the session

You will require the following: A Discord Account. A Roll20 Account. Microphone. Willingness to Roleplay and work with your fellow players.

What Michael brings to the table

I bring full official maps on Roll20, honest attempts at character voicing with deep and interesting roleplay and characterization with evolving character narratives. There is music, there is art and I work with you to help bring your unique character tokens to life. Character stories are considered and incorporated into the game and accounted for in the overarching gameplay. I lean into the Rule of Cool but like to maintain a certain degree of realism in terms of consequences. I have no interest in murder-hobo behavior, though I do entertain evil characters and games as long as the entire group is on board.

Homebrew rules

Weight Restrictions I DO enforce weight restrictions, make sure that your character is not weighing themselves down into encumbrance unless they have some other manner to transport things. Defenders on Rolls WIN ties. The situations are rare in DND where this applies but when rolls are directly opposing, aka Perception vrs Sneak rolls, if your end result is 15 and their end result is 15 then the one that initiated the check loses. (in this situation, if someone is actively sneaking and someone was actively searching, the defender is the person sneaking) Flanking Rules Flanking creatures roll at an advantage. A creature is flanked whenever engaged from the front and the rear and the flanking creature is the one to the rear. Additionally, a creature is considered flanked whenever they are engaged from three sides that does not include rear. On a Natural 20, Crunchy Criticals On the initial roll of a 20 on the D20, your character will automatically do a full max damage die as well as their damage roll + Bonuses. You then roll the D20 again to Confirm the crit and on a second 20 on the die, you apply the standard critical strike rules, plus the Maximum on the die for the initial 20. <div style='margin-top:1px'></div> Example: I roll a 20 to hit with my Longbow, my longbow normally does 1D8+3 damage. Since I rolled a 20 I now roll 1d8+3+8. If I roll to confirm my crit and succeed, I now roll 2D8+3+8 for my damage. <div style='margin-top:1px'></div> Confirming Crits: To confirm you will need to roll another Natural 20 If you do NOT confirm your crit, you roll 1D8+3+8 Skill Checks Natural 1s are NOT failures on skill checks, ensure that you are counting everything and give the full number because it is only a failure if it fails after bonuses. Skill checks are also not automatically a success on a natural 20, though I do weight successes and failures based on if they stemmed from a critical or not through roleplay. Magical Items and their Discovery A sufficiently high Arcana or History check will allow a player to identify a magical item at its base properties after a sufficient amount of time. If they succeed at a set amount above the DC they can realize that there are deeper mysteries within this item. Identifying Via a spell will automatically succeed in the basic discovery and will automatically tell a character if there are any deeper mysteries within. Utilizing the Identify spell again and Powering up the spell via consumption of its principle component, the Pearl worth 100gp, will allow the first Quirk to be unveiled. This act will also let the character casting the spell know if there is some Deep Magic tied

Equipment needed to play

Internet

Computer

Microphone

Headphones

Safety

How Michael creates a safe table

I will provide a link to my general consent form to establish your baselines, after which we will review any particular concerns in a personal chat as well as outline things that might not be found on the form which will be added to the form as notes specific to each player (though kept private from the other players). The goal is to ensure that each players Lines and Veils are kept private so to prevent any potential weaponization or harassment in the worst case scenario.

Content warnings

Safety tools used

Frequently asked questions