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Agents of Justice - Harper Campaign
Whatever your reason, injustice in the world cannot stand. Create a member of the Harpers Faction as they rebuild their ranks after troubled times.
About the adventure
Explore the Forgotten Realms, a world steeped in shadows, where crime festers behind gilded doors and power is wielded through fear, secrets, and influence. In this land ruled by corruption and oppression, the once-revered Harpers have been scattered and broken. Betrayed, hunted, and left clinging to whispers of their former strength. Now, a new cell is forming, calling on those bold... or desperate enough to join their ranks and take up the fight for justice, truth, and freedom. This campaign is built for serious roleplayers who enjoy unraveling conspiracies, navigating moral gray areas, and making decisions that matter. You’ll take on the role of a character with ties to the Harpers. Whether as a true believer, a reluctant ally, or someone with their own reasons for joining. Together, your party will work to expose hidden threats, make uneasy alliances, and push back against forces that thrive in the dark. The tone is mature and grounded, with a focus on character development, emotional stakes, and meaningful worldbuilding. Expect a narrative-driven experience where roleplay comes first, and actions have consequences. Clues are earned, not given. Trust is scarce. And every mission could change the balance of power in the region. For better, or far worse. If you crave intrigue, weighty choices, and a story that responds to your every move, then welcome to the resistance. The Harpers need you.
Game style
Combat Heavy
Roleplay Heavy
Sandbox / Open World
Game themes
Meet the Game Master
About me
Greeting Adventurers! I'm the Guildmaster (Marcel) and DnD/ content creating is my full time job. Below you can find a link to my ever-growing 'Session Zero Document' which goes over the setting, my DM style, and other campaign questions more in depth. This should give you a great idea if my setting fits your play style and I sincerely hope you join me in this growing world. If you see one of my settings interests you but is in the wrong timeframe, reach out to me. I'll do my best to accommodate. Player enjoyment is one of my highest priorities. I hope to encourage communication between my players and myself to hear, understand, and work to resolve any issues that might arise. If my players let me know that something is less than ideal for them, it will be something I do my best to keep in my thoughts moving forward. https://docs.google.com/document/d/135HDkBNcRK9tmcu1S1ThqSzeQO3J8o0BT5zIGDpPim8/edit?usp=sharing Here is a recent YouTube video I made outlining how I run laws in my setting. https://www.youtube.com/watch?v=RgQGtYJr4hg&t=173s
View Profile →Reviews (23)
Proficiencies
Players say this GM is great at:
Creativity
Inclusive
Voices
As an (Quasi) Forever DM, I can't recommend Marcel enough. I was looking for a DM and game as fun as I think my games are he delivered. Huge maps. In-depth world. Never a dull session (no matter how hard we try). He's quick on his feet, replies same-day if not sooner to questions about homebrew, and has a seperate guide to help understand his world. Stop reading this and just go join one of his games already!
My favorite DM by a mile, the world is open, lots of intractable objects on the large maps, he seems prepared for anything the group throws at him, not afraid to go down a backstory, witty comebacks, flavorful npcs, his towns are alive, multiple quest lines to be chosen, not chosen for you. Fun, safe, friendly, welcoming play style. Can't wait to begin another adventure!
Marcel is genuinely a great, understanding, and cooperative DM who works with his players to build up hilarious, and occasionally dire moments. He was fantastic to have as a guildmaster, and he always brings in energy and excitement to the campaign, whether roleplay and / or combat.
This GM is not afraid to let his players take the reigns of the story, and always has plenty of things in his sandbox for the players to interact with. Expect wildly entertaining NPCs and a DM that will let you "Yes And" yourself into oblivion, if that is what you wish. Never a boring moment!
Character creation
Creating your character
You will be starting at level 1. You can create your character anytime before you join. I will have a channel available in our Discord Server for you to roll stats if you do not want to use Point Buy or Standard Array. You are free to create your sheet however you see fit as long as you are able to send me a clear copy. I do not mind being sent DnDBeyond links, Roll20 sheets, or even pictures sent of physical character sheets being filled out. I will file your sheet using your preferred method. 1 Common magic item Anyone playing one of my 12+ homebrew subclasses, like 'Gunslinger Rogue' or 'Puppeteer Artificer', will receive an additional feat upon character creation. (message me for details)
What to expect
Preparing for the session
- Mic needed - Webcam optional - Roll20 account - Discord Account - Token artwork representing your character
What TTTomes Guildmaster (Marcel) brings to the table
- LARGE custom maps (50x50 5ft squares or larger) - 20+ homebrewed subclass options like 'Blood Troll Barbarian' and 'Puppeteer Artificer' - Ambient music
Homebrew rules
We use 5e 2014 rules, however there are some rules adopted from 2024 and homebrewed as well, like Barbarians can use their bonus action to keep their rage going as per 2024 rules. Enhanced Mage Slayer Feat When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. The caster must succeed a Con save or lose the spell altogether, still expending any resources. When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. You have advantage on saving throws against spells cast by creatures within 5 feet of you. Crits on Initiative Crits apply to initiative as well. Nat 20 gives you an extra action opening turn (like an action surge). Weapon Mastery from 2024 will be allowed as well. Underwater Holding Breath & Damage Rules You can hold your breath a number of rounds equal to your CON modifier x 10 +10 (The original amount but in rounds and not minutes.) Whenever you take damage while holding your breath, you must make a CON save. The DC equals 10 or half the damage taken, whichever is higher Just like a concentration check.) On a failed save you roll a d8 and subtract that number from your remaining rounds of breath left. When a player reaches 0 rounds left of air, they are drowning. A drowning creature has a choice at the start of each of its turns. They can roll a d8 worth of damage that can not be reduced in any way or receive one level of exhaustion. Quickened Short Rest: A short rest can be completed in as little as 10 minutes. For example, Fighters can regain features like Action Surge and Second Wind while Warlocks would regain spell slots. However, if you are rolling hit dice to regain hp, the short rest will take 10 minutes per hit dice rolled (with a maximum time of the original 1 hour.)
Equipment needed to play
Computer
Headphones
Internet
Microphone
Platforms used
Safety
How TTTomes Guildmaster (Marcel) creates a safe table
We will be using the following homebrew short rest rules: Quickened Short Rest: A short rest can be completed in as little as 10 minutes. For example, Fighters can regain features like Action Surge and Second Wind while Warlocks would regain spell slots. However, if you are rolling hit dice to regain hp, the short rest will take 10 minutes per hit dice rolled (with a maximum time of the original 1 hour.) Below is a link for a Session Zero Google Doc covering my DM style, campaign specifics, and more. https://docs.google.com/document/d/135HDkBNcRK9tmcu1S1ThqSzeQO3J8o0BT5zIGDpPim8/edit?usp=sharing