Image by Mogwai Grem
Tariel's Tower
You live in a world that watches you because it says it loves you. Your home may be alive. Your road may report you. Your church may lock its own door
$12.00
/ Session
Details
3 players following this game
Weekly / Sunday - 8:00 PM UTC
Oct 18 / Session 15
Session Duration / 3–4 hours
Campaign Length / 52–60 Sessions
5 / 6 Seats Filled
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One of StartPlaying's top-rated GMs, a player favorite and highly recommended.
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About the adventure
THAAL'GORUUN One hundred years ago, the world as we knew it ended. The floating mimic city opened the gates. What began as a promise of transcendence became the greatest catastrophe in history. Through forbidden portals came the horrors of the Far Realm, aberrations, living nightmares, and the endless hunger that lurked beyond reality itself. Kingdoms fell in months. Gods fell silent. Entire nations vanished beneath tides of flesh and madness. Then the mimics adapted. Where others fought the invaders, the mimics embraced them. They consumed their enemies, their allies, their rulers, and eventually their civilizations. In the chaos that followed, the shapeshifters rose from monsters lurking in dungeons to become the dominant species of Thaal'Goruun. A century later, mimic nobles rule glittering towns built atop the bones of forgotten empires. Mimic merchants control trade. Mimic scholars write history. Mimic priests preach destiny. Few know who stands before them, and fewer still care. The old races survive only on the margins. Some serve as prized companions, pets, curiosities, and living relics of a forgotten age. Others hide among the ruins, fighting a rebellion that has lasted for generations. Above them all, the dragons endure. Foreseeing the fall of the world, the great dragon clans tore their capital from reality itself and retreated into a hidden pocket dimension. From behind sealed gates they watch, waiting for the day Thaal'Goruun is either reclaimed... or finally consumed. Yet something stirs beneath the mimic empire. The Far Realm horrors have not stopped coming. Ancient portals weaken. Forgotten gods whisper. The First Hunger still dreams. And as the centennial of the world's fall approaches, a terrible truth becomes impossible to ignore: The mimics may have won the war. But were they ever the true enemy. Welcome to Thaal'Goruun. A world where monsters inherited civilization, dragons guard the last hope of the old age, and every face may hide another beneath it.
Game themes
Meet the Game Master
About me
Hi, I’m DM Asmo – I specialize in crafting custom campaigns tailored specifically to each group’s unique style and preferences. Over the years, I’ve developed a passion for designing immersive adventures where every session is personalized and memorable. My approach is collaborative and detail-oriented: I work closely with you to build a rich narrative and dynamic challenges that reflect your group’s play style. Whether you’re seeking a story-driven epic, a gritty survival quest, or a quirky, offbeat adventure, my custom campaigns are designed to keep every player engaged from start to finish. I bring extensive experience, a love for innovative storytelling, and a commitment to quality that ensures every campaign is as unique as the heroes who undertake it. Let’s work together to bring your next unforgettable gaming experience to life! I look forward to forging epic tales with you
View Profile →Character creation
Creating your character
### Character Creation Characters will be created collaboratively during **Session 0**, giving everyone the opportunity to discuss party roles, backstories, connections, and how their characters fit into the world of **Thaal'Goruun**. Players are encouraged to arrive with ideas, but final character creation and approval will take place together as a group. #### Starting Level All characters begin at **Level 5**. Adventurers in Thaal'Goruun are already established heroes, survivors, rebels, explorers, or agents with experience in a world transformed by a century of mimic rule and Far Realm corruption. #### Ability Scores: Heroic Array This campaign uses a **Heroic Array** system to ensure all characters begin on equal footing while still enjoying the excitement of rolling stats. 1. Each player rolls a set of ability scores using the agreed-upon rolling method. 2. Each player then rolls a **second complete set**. 3. Once all players have rolled both sets, the **single highest overall set of scores** generated by any player is chosen. 4. Every player uses that same array for their character. This creates powerful, heroic adventurers while ensuring nobody is left behind due to poor rolls. #### Books and Character Options Characters should primarily be built using official Dungeons & Dragons 5e material. Additional options may be approved on a case-by-case basis during Session 0 if they fit the themes and tone of the campaign. Players are encouraged to create characters who have a strong connection to the setting, such as: * Members of the resistance against mimic rule. * Citizens who have only ever known the Mimic Empire. * Agents of the hidden dragon enclaves. * Survivors of Far Realm incursions. * Scholars investigating lost history. * Escaped pets, servants, or curiosities from mimic society. * Mimics questioning their place in the new world. * Explorers seeking the truth behind the First Hunger. #### Backstories Backstories do not need to be lengthy. A few paragraphs explaining who your character is, what they want, and why they are willing to risk themselves in a world ruled by mimics is more valuable than pages of history. Session 0 will also include group discussions to establish shared connections, personal goals, and reasons for the party to work together from the beginning of the campaign.
What to expect
Preparing for the session
Preparation Have your character ideas ready and when you have signed up all the links will be sent to you
What Pacts & Polyhedrals - Asmo brings to the table
What I Provide as Your Game Master My goal is to deliver a cinematic, character-driven, and immersive experience where your choices matter and the world reacts to your actions. Whether you're uncovering ancient secrets, negotiating with mimic nobles, or standing against Far Realm horrors, I strive to make every session feel like a meaningful chapter in an epic story. Immersive Storytelling I use: Distinct character voices and mannerisms for major NPCs. Ambient music and soundscapes to enhance mood and atmosphere. Visual handouts, maps, artwork, and props where appropriate. Dynamic descriptions that engage all five senses. Rich worldbuilding that rewards exploration and curiosity. A Living World Thaal'Goruun is a world that changes based on player actions. Your decisions can: Influence factions and nations. Alter the course of wars and political struggles. Save or doom communities. Create allies, rivals, and legends. Permanently shape the setting's future. The world does not wait for the heroes. Events continue to unfold whether the party intervenes or not. Combat Style Combat is designed to be: Tactical and engaging. Narrative and cinematic. Challenging without being unfair. More than simply reducing enemies to zero hit points. Many encounters include environmental hazards, objectives, social complications, moral dilemmas, and evolving battlefield conditions. Victory often comes through clever thinking as much as raw damage output. Roleplay and Character Development Character stories are a major focus of my campaigns. Players can expect: Personal story arcs. Meaningful character growth. Opportunities for downtime and relationships. Consequences tied to beliefs, goals, and decisions. Moments where character choices influence the larger narrative. I enjoy weaving character backstories directly into the campaign whenever possible. Rules Philosophy I generally follow the rules as written because they provide a fair and consistent framework for everyone. However: The Rule of Cool absolutely has a place at my table. If a player proposes something creative, dramatic, or memorable that fits the moment, I will often find a way to make it work through ability checks, skill challenges, or modified rulings. The goal is to create exciting stories rather than argue over technicalities. What You'll Receive Players will have access to: A dedicated campaign space. Session summaries and recaps. Character integration into the world. Digital maps and handouts. Curated music and atmosphere. Custom NPCs and storylines. Unique magic items and rewards. Opportunities for crafting, exploration, and discovery. A welcoming environment for both new and experienced players. My Promise as a GM I aim to create a table where everyone feels comfortable contributing, where creativity is rewarded, and where the story belongs to the entire group—not just the Game Master.
Homebrew rules
House Rules for Tariel’s Table A dash of chaos, a pinch of drama, and a heaping scoop of narrative flair. Powerful Criticals When you score a critical hit, maximize the dice for your weapon or spell damage (e.g. 2d6 becomes 12) before rolling the second set. Roll big. Hit harder. Critical Fumbles Natural 1s on attacks come with consequences: You may drop your weapon, hurt an ally, or even yourself. The DM will describe what embarrassing chaos ensues. Potions & Action Economy Drinking a potion yourself takes a Bonus Action. Giving a potion to another creature takes a Full Action. Potion Toxicity Drink more than one potion per hour? Roll on the Potion Toxicity Table. Overindulgence might come with hiccups… or hallucinations. Maximum Potion Healing No more 1s on healing rolls. Healing potions always restore their maximum value (e.g. a 2d4+2 potion heals for 10 HP). Stacking Inspiration Inspiration can stack and be used cumulatively. Roleplaying flaws, bonds, or risky character-driven decisions (especially those with negative consequences) earns more inspiration. Encourage spotlight moments and memorable character actions. Free Passive Checks in Combat You may attempt one basic check per round (Insight, Perception, etc.) as a free action. But multitasking during battle isn’t free: Disadvantage may apply if you're too distracted or rushed. Blind Death Saves Players do not announce their death saving throws aloud. Only the DM knows the result. This adds tension and real fear to unconsciousness.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Pacts & Polyhedrals - Asmo creates a safe table
How Will I Keep My Players Safe and Comfortable? Your comfort and sense of safety matter—especially in a game about transformation, memory, and identity. This is an all-ages game about self-discovery, and I want it to be a supportive space for exploration and creativity. Session 0: Open Conversation Before we begin play, we’ll have a Session 0 where we: Talk openly about what themes are welcome in the game Clarify what content we want to avoid Make sure everyone feels heard, seen, and respected This is our time to co-create a safe space together. Stars & Wishes (Aftercare) At the end of each session, we’ll share: Stars – things you loved or moments that stood out Wishes – what you’d like to see more/less of, or where you'd like your story to go This helps us grow the story together and check in emotionally in a positive, non-intrusive way. ❌ Simple Safety Tools While we won’t be using formal tools like X/N/O cards during play, you are always welcome to speak up: Verbally, in or out of character Via message in Discord if you’re more comfortable typing Or simply saying “Pause” at any time
Content warnings
Safety tools used

