The Age Before Dragons - Bronze Age Campaign
Naval Bronze Age adventure set in a Mediterranean setting. Chase the prophecy of a new creature to guard the world - Dragons - or fight against it...?
$25.00
/ Session
Details
Weekly / Friday - 2:30 PM UTC
Session Duration / 3–4 hours
Campaign Length / 30–90 Sessions
2 / 4 Seats Filled
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Schedule
About the adventure
Set in a custom Bronze Age setting, this naval adventure pits you and your fellow companions in the 'Shallow Sea', an area not too dissimilar to the Mediterranean sea. After being a part of, or, just stumbling into, a battle stopping a pirate blockade, you and the other players will stumble across a prophecy as you flee the area. Yet whether this prophecy is true, misinterpreted or a just illusion is for the players to consider - and there may be other destinies to fulfil, even if it is just to become the richest pirates of the Shallow Sea! ✨ This campaign takes player characters from Level 1 to Level 15, though success, calamity and aspirations of adventurers may finish the game at a lower or higher level. 🎬 You will provided with a lore-primer divided into easily digestible sections to view and listen to at your own time upon signing up to the campaign to give the broad strokes of the homebrew setting. This to help ease players into the setting and focus on session gameplay rather than reading lots of lore (unless you're in to that!). ⛵ While you will start on the western part of the Shallow Sea, you can travel far beyond to the snowy reaches to the north or the blistering hots sands of the south to chase wealth, power, pleasure...or even to seek out long forgotten prophesies of long dead gods... ⛰️ Explore a wide range of areas around the Shallow Sea of a young and healing world, of various different cultures that take inspiration from Ancient Egypt, Babylon, Greece, Phoenicia and even a little bit of Gothic/North Germanic cultures. Players are welcome to detour and visit cities from across the Shallow Sea…and even carve out their own land and settlements if they have wealth and willpower to do so... 🌪️ Players will have to contend with dangers of the seas, from dwindling supplies, pirates, political schemes, even storms both mundane and magical, though the difficulty of this can be decided at the free Session 0. ⏳ The campaign has varied length of between 30 to 90 sessions, due to a core theme of prophecy and the 'sandbox' nature. Ideally planned for three 'acts' lasting between 15 to 30 sessions, allowing players to bring the campaign to a close at a natural point in the campaign or push on for more adventures!
Game style
Roleplay Heavy
Rule of Cool (RoC)
Sandbox / Open World
Meet the Game Master
2 years on StartPlaying
117 games hosted
Highly rated for: Storytelling, Creativity, Sets the Mood
About me
I’ve been a GM for D&D games with friends, for volunteering and work for over five years both in person and online. I have recently become a GM through StartPlaying and looking to bring a variety of games to a variety of people in a variety of different ways! I have a passion for creating worlds through my own writing but also helping people make their own worlds - I love nothing more than to help someone create a setting and become a player in a crafted experience they always wanted to be a part of. My first experience of playing D&D was playing at my local college and having my character being killed by an animated plant two hours in. GM of said game ended up being the best man at my wedding – another aspect of these games and being a GM is the collective crafting of stories and friendships along the way. Rest assured, I do not run games as brutally (unless you are into that sort of thing!).
View Profile →Character creation
Creating your character
Character creation starts at Session '0', where I can help players make their characters if required. We start at Level One with an extra Feat that does not inherently increase any attribute bonus. The point buy system is used for determining character stats, (28 points), being able to have stats as high as 17 and low as 7. You can replace the extra Feat to gain two extra points in allocating extra attributes points with the point buy system. This website below provides a pretty straightforward calculation of using the point system (though you will have to go into custom rules to adjust the cap on attribute scores). https://chicken-dinner.com/5e/5e-point-buy.html Hit Points are always assumed to be roll at maximum value. Character Sheets will be stored virtually online in Roll 20. Due to the setting, Feats (and spells) from the following source books are not allowed to be selected: Tal'Dorei Setting Strixhaven Sigil and the Outlands Tome of Foes Treasury of Dragons Dragonlance Glory of the Giants
What to expect
Preparing for the session
You must have the following to attend and play: 🎙️ - Reliable Microphone 🎧 - Reliable Headset 💻 - Reliable PC/Laptop 🎲- Roll 20 & Discord Accounts (both free) 🌐 - Good Internet Connection 🎟️- Attendance of Session '0' It is recommended but not essential that you read the rules of Dungeons and Dragons' Player Handbook if this is your very first campaign.
What Joel Borseth brings to the table
🗺️ Custom Maps ⚔️ Custom Battle Maps 🖌️ Custom Tokens 🔈Custom Ambience 🗣️ Verbal Session Recaps ❔ Sandbox World 🎮 Discord Server 📚 4+ Years Experience as DM 📒 1+ Years Experience as Paid DM 🌟 Rule of Cool Allowed Rule of Cool Example: If a fireball was launched at a wall and the henchmen were standing just outside of the radius, but the door they were standing behind blew up, there’s a high chance they will be taking some minor damage from the splinters they took to the face.
Homebrew rules
The homebrew rules can be changed or removed at Session 0. There is a possibility of modifying these homebrew rules during the campaign if players wish. 'Quick Drink' Drinking a potion is a bonus action - while administering it to someone else is a standard action like normal. 'Han Short First'. During tense situations a single player (or a NPC) can make a single action before initiative starts. 'Battle Injuries' Whenever you drop to 0 HP you gain 1 point of exhaustion, counting as some sort of injury. These can be healed during the middle of combat using magic or a relevant potion. Some particularly lethal creatures may inflict grievous injuries (a Kraken, etc.). 'Bronze Age Literacy' To reflect the lack of literacy in a Bronze Age setting, a character requires at least a +1 to Intelligence to read and write in the 'Common' language by base. For each additional +1 modifier in Intelligence, a character can speak in another non-magical language, or learn to read and write in a language they can already speak in. 'Acrobatic Fall' A creature can roll an acrobatics check as a reaction to avoid fall damage if they are proficient in acrobatics. The DC begins at 12 per 5ft, which reduces 1d6 from the damage taken. For every 2 points past that another d6 is removed from the damage. If the damage taken is 0 then you do not fall prone when you land. A creature cannot make this check if they are unable to act. 'Simplified Spellcasting' To speed up combat, you can cast multiple spells with spell slots in a turn. So can enemy creatures. 'Setting Magic' Magic (and magical items) in this setting is far less common and far more feared, and for good reason. There is an extremely slim chance for very wild magic even for season spellcasters - and this chance greatly increases if a spellcaster does not have an Arcane Focus for magic. Additionally, long-range teleportation is far less reliable. Lastly, there will be custom spells that can be sought and found, either to be learned from master spellcasters or found as stone tablets (scrolls) across the world. 'Heroic Points' To give the feeling of being one of the first heroes of the first age of this custom setting, players can slowly accrue 'heroic points' - similar to inspiration - up to a maximum of 50 points. These points can be used to increase armour class, attack rolls, skill checks, saving throws or even damage rolls. Inspiration can also be earned (to a maximum of three per player). 'Taking 10/20' To reduce 'forever rolling', a character can take '10' for some long-term skill checks, or even a '20' of a skill check taking weeks or months (deciphering an old tome etc.). 'Resurrection Challenges' A tiny penalty occurs on the second resurrection for it to be successful and slowly increases per revivification. Very strong magic (9th level spell etc.) will be able to overcome this penalty. 'Naval Setting' Lastly, there will be extra rules to handle naval combat and travel.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Joel Borseth creates a safe table
Session ‘0’ is mandatory to attend before the campaign starts to have a discussion as a group, to set the general ‘age rating’ of the adventure. Session 0 by default is one week before Session 1. I will arrange a discussion with players that are not able to make Session 0 or join mid-campaign. Additional safety tools players can also be discussed. To be clear, Session ‘0’ has no cost involved. Default 'Rating' of Campaign is 15+, nothing overly explicit, but some swearing, violence, death, adult themes are present but not described in detail.
Content warnings
Safety tools used
