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Assemble your Team for the Heist of a Century in Waterdeep
Our story begins with the adventurers at the Yawning Portal Tavern. Volo the "Bard", the famous explorer and raconteur, has a quest for them...
$25.00
/ Session
Details
Monthly / Friday - 10:45 PM UTC
Session Duration / 3.5–4 hours
6 / 6 Seats Filled
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Schedule
About the adventure
Welcome to Waterdeep! City of Splendor (and mysteries) where the open lord rules at the discretion of the secretive masked lords and the enigmatic Lord Neverember has recently been ousted from that very same position, leaving a fortune behind that everyone wants to have for themselves. Will you snag your share or will you throw your strength behind one of the many factions vying for it in this campaign that will see you going from level 1 to 5? For this adventure all the players will start as though they are trusted companions to the gregarious historian and bard Volo, assembled by him to help with a strangely specific task that he thinks requires all of your expertise. The game will run every week (or every other week if a dedicated party is formed and the tempo needs adjusted) on Tuesday, 5:30pm CST until the adventure is complete, after which it will restart with the same premise and scheduling.
Game style
Combat Heavy
Roleplay Heavy
Dungeon Crawl
Meet the Game Master
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.
View Profile →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. Starting Level is 1. Stats will be rolled using 4D6, dropping the lowest, for each specific stat. No books are needed, all official WotC content is allowed. Unofficial content will need to be approved by me before the game begins.
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
Computer
Headphones
Internet
Microphone
Platforms used
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


