Rise of the First Doom! // Daggerheart Campaign
A prosperous region of gunslingers and outlaws has fallen into terror as colossal creatures awaken from beneath the earth.
$25.00
/ Session
Details
Bi-weekly / Tuesday - 12:00 AM UTC
Apr 21 / Session 13
Session Duration / 3–4 hours
Campaign Length / 35–40 Sessions
4 / 5 Seats Filled
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Schedule
About the adventure
The Drylands were never a land for legends. Folks here put old stories aside, trading superstition for pickaxes and profit. Miners whispered that the glittering veins of essentia, crystals pulsing beneath the mesas and sands, were the life-blood of Forgotten Gods, but such talk was for campfires, not contracts. Wyllin’s Gulch, the bustling heart of the essentia rush, thrived on this disbelief. Its belching factories clung to the Twin Turtles mesas, its sheriffs served coin more than law, and its people worked, schemed, and drank with little thought for the divine. But beneath Godfell Mountain, the old power never slept. Kudamat, the First Doom, was one of the mighty Forgotten Gods overthrown in the Earliest Age, torn apart and buried when the New Gods took the sky. His soul was split into nine shards, scattered by mortal hands. From his wounds seeped the essentia that fueled a fortune-hungry age and a path back to his freedom. Now, he stirs. One shard has already been reclaimed, and from it rose a colossal behemoth that tore the streets of Wyllin’s Gulch asunder, scattering hastily raised militias like dust. This is but the first of nine Children of Godfell, titanic guardians called forth to recover the remaining shards and herald the god’s awakening. The prophecy warned of this: when Kudamat’s nine colossi rise, they will tear the sky, drown the realm in divine blood, and birth a new world for the abhorrent creations of the old gods. Yet for generations, such words were dismissed as Drylands folklore, even as the veins of essentia crept closer to the mountain’s heart. Outposts and rail towns sprang up along those glowing threads, some little more than tents, others fortified hubs of industry, feeding the rush with riches and ruin alike. Preacher Rayos, a fiery herald from Left Luck Outpost, now cries doom in the streets, claiming only the recovery and safeguarding of the soul shards can halt the First Doom’s rise. His warnings find eager ears among the fearful and the desperate, but in a land that worships gold over gods, belief comes slow. And so the stage is set for a desperate fight. In a Colossus of the Drylands campaign, you’ll ride as a ragtag posse of mavericks, bold prospectors, weary laborers, born-again worshippers, and reluctant heroes, tasked with stopping a god’s vengeance. The colossi will rise, one by one, and Kudamat’s power will spread like a sickness through the veins of essentia. Unless these champions can stop him, the mountain will break, the sky will fall, and the Drylands will be remade in the image of the First Doom.
Game style
Rule of Cool (RoC)
Combat Heavy
Game themes
Meet the Game Master
4 years on StartPlaying
583 games hosted
Highly rated for: Storytelling, Creativity, World Builder
Average response time: Under 1 hour
Response rate: 100%
About me
Welcome, Adventurers. I’ve been running and playing tabletop RPGs for over 20 years, and what keeps me coming back is simple. I love creating stories with people. My goal at every table is to build a space where players feel comfortable, engaged, and excited to see what happens next. I focus on immersive, narrative-driven games supported by rich worldbuilding, dynamic NPCs, ambient music, and character-driven moments. Whether it’s a tense combat, a ridiculous bit of table shenanigans, or a scene that hits a little harder than expected, I aim to strike that balance between fun, freedom, and meaningful storytelling. Player agency is at the heart of how I run games. If you’ve got a wild idea, I’m probably going to find a way to make it work. I believe the best moments come from collaboration, creativity, and saying “yes” when it matters. I’ve run everything from complex systems like Exalted to lighter, more chaotic games like Goblin Quest, and I’m always excited to learn something new. If there’s a system or style you’re curious about, I’m happy to explore it with you. Whether you’re brand new to TTRPGs or a longtime player, you’ll find a welcoming table here. A place where stories connect, choices matter, and every session feels like part of something bigger.
View Profile →Character creation
Creating your character
All players will work together during session 0 to create characters and add points of interest on the map to help flesh out the world we will all be playing in. Collaboration with other players to create meaningful story connections is highly encouraged! If you are joining after the start of the campaign we will work with your schedule to connect you to the game in a meaningful way. When thinking about your character and there place in the setting use the following to help ground your ideas within the setting. PLAYER PRINCIPLES Embrace the Drylands When building your character, consider how their place in the Drylands impacts their aesthetics and approach to the world. Find reasons for them to love the land despite its harshness as they work desperately to protect the region from the monsters trying to tear it asunder. Face the Unstoppable In this campaign, your character stands against creatures taller than the largest buildings, whose destructive power is only matched by the most devastating natural disasters. Decide what makes your character particularly equipped to destroy colossi and, more importantly, what’s personally at stake for them should they fail. Navigate Your Faith The Drylands are a land of extremes: it’s extremely hot, extremely harsh, and extremely easy to die. Folks approach religion the same way. Some people believe that the gods never existed and the stories about the origins of essentia are just marketing and grandstanding. Others continue to worship the Forgotten Gods, attributing a spiritual aspect to their use of essentia. Still others believe essentia is a profanity and commit crimes to close up the mines in the name of the New Gods. Consider the beliefs your character held before the rise of first colossus and how they might have changed since. Ride Like the Wind Just about everyone born in the Drylands can ride a mount from the moment they can walk, and newcomers are expected to learn quickly. Unless you choose a feature for your character that provides an animal companion or applicable spell with benefits, their mount will not change their mechanics or give them an advantage in combat. They can, however, use their mount to pass between towns and portions of the desert with added ease and speed. The colossal children of a vengeful god are on the rise, and the party has no time to waste.
What to expect
Preparing for the session
- Microphone needed - Headphones appreciated to avoid echo during game - Links to our Discord and relevant websites will be found in the preparation materials after joining
What Jonny | Badger Den Games brings to the table
All the books and materials you will need! I enjoy using different voices to denote a variety of caricatures and making use of ambient sounds and music to help set the tone for the session. I don't expect players to use different character voices (but your welcome to) and the volume of background music/ambiance can be adjusted by the player to fit their comfort level. I am definitely a Rule of Cool GM but the rules are there for a reason and I will generally stay within reasonable bounds of them.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Jonny | Badger Den Games creates a safe table
I encourage players to speak up during session 0 to freely voice any topics that you don't want in your game or areas that you wish to be handled carefully. Players can also send me a Lines and Veils document privately if they do not wish to speak openly about certain subjects. I will never reveal players private information for any reason.
Content warnings
Safety tools used