Dungeons Of Drakkenheim

Dungeons Of Drakkenheim

Explore a ruined city of monsters, factions, and secrets where every choice shapes your fate in a dark fantasy adventure.

TYPE

Campaign

LEVELS

7–20

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
5 SEATS LEFT
$10.00

/ Session

Details

Bi-weekly / Friday - 5:00 PM UTC

Mar 20 / Session 77

Session Duration / 4–6 hours

Campaign Length / 40–100 Sessions

3 / 8 Seats Filled

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Schedule

Fri, Mar 20 | 5:00 PM – Session 77

Fri, Apr 03 | 5:00 PM – Session 78

Fri, Apr 17 | 5:00 PM – Session 79

Fri, May 01 | 5:00 PM – Session 80

Fri, May 15 | 5:00 PM – Session 81

Meet your party members

3/8

About the adventure

Once the proud capital of Westemär, Drakenheim stood as a beacon of culture, power, and ambition. Fifteen years ago, a falling star crashed into the city, unleashing a wave of otherworldly energy that warped reality itself. The impact destroyed the royal family, shattered the kingdom, and shrouded the ruins in a creeping haze of corruption known as the Haze. The city lies abandoned and cursed. The haze twists those who linger, birthing mutated horrors and warped monstrosities. Arcane storms and shifting mists make navigation treacherous. Despite the dangers, adventurers, mercenaries, cultists, and treasure-seekers flock to Drakenheim, lured by tales of Delirium—a strange crystalline substance born from the meteor’s fragments. Delirium pulses with unnatural magic, capable of reshaping reality itself. To some, it is a miracle; to others, an abomination. Now, rival factions vie for control. The Hooded Lanterns seek to restore order. The Falling Fire embraces the star’s divine “blessing.” The Queen’s Men see only wealth and power for the taking. Meanwhile, alchemists, scholars, and mercenaries risk their lives to unravel the city’s mysteries. Drakenheim is not a place of heroes and villains but of moral compromise and hard choices. The ruins are a labyrinth of political intrigue, cosmic horror, and survival, where every ally has an agenda and every secret comes with a price. 🎲 What I Provide I run this game using: Roll20 for immersive maps, tokens, and encounters D&D Beyond for streamlined character sheets and rules access Beyond20 Chrome Extension to connect rolls to Roll20 Discord for crystal-clear voice communication and session coordination You’ll step into a world of dangerous exploration, shifting alliances, and eldritch horror—brought to life with professional preparation, faction-driven storytelling, and a focus on player agency. Do you dare step into the haze?

Game style

Rule of Cool (RoC)

Realm Building

Combat Lite

Organized Play

Meet the Game Master
Streamer
Cosplayer

3 years on StartPlaying

6 games hosted

About me

Looking To Do This For A Living Got 2 Years Of Experience As A DM At The Table New To Online

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Character creation

Creating your character

Create Your Character In D&D Beyond Fill Out Background 100 Questions In Discord

What to expect

Preparing for the session

Create Character, Create Roll20 Account, Join Discord, Install Beyond20 Extension Linking D&D Beyond And Roll20, Fill Out Backstory Questions Found In Discord Server #Characters, D&D 5E 2024 Watch Campaign Intro Video In Discord #World Info

What Baron brings to the table

Fifteen years ago, a falling star struck the proud capital of Westemär. The city of Drakenheim, once a shining jewel of culture, power, and ambition, was shattered in an instant. The meteor’s impact obliterated the royal line, left the kingdom divided, and unleashed a creeping corruption known only as the Haze. Within this miasma, strange crystalline shards called Delirium pulse with unnatural magic—capable of reshaping reality itself. Some see Delirium as a miracle, others as an abomination, and all are willing to kill for it. The city lies abandoned, its streets twisted by storms and monsters, its ruins stalked by cults, mercenaries, and desperate survivors. Yet, despite the dangers, adventurers are drawn to the doomed city, hoping to uncover its forbidden secrets, amass wealth, or simply carve their names into legend. This is where your story begins. Your characters will awaken on the outskirts of Drakenheim with fractured memories and unanswered questions. You will not know who you truly are, what your mission once was, or why you were drawn to this cursed place. Instead, you will piece together your identities as you explore the ruined city. Fragments of memory, shifting alliances, and strange revelations will guide your path, while the mysteries of your past intertwine with the city’s grim fate. This is not a tale of clear heroes or villains—it is a story of survival, choice, and transformation. Who you become will matter as much as who you once were. in Drakenheim, danger and intrigue lurk around every corner. The Hooded Lanterns fight desperately to restore order. The Queen’s Men profit shamelessly from chaos. The Falling Fire preaches that the meteor was divine and embrace its corruption as holy. The Silver Order seeks to purge the ruins with fire and steel, while the Amethyst Academy sees Delirium as the key to arcane power. These factions are not good or evil; they are flawed, desperate, and determined. You must decide who to trust, who to betray, and whether you will serve their ambitions or forge your own path. Every choice carries weight, and every alliance has a price. Expect more than dungeon crawling. This campaign blends exploration, political intrigue, horror, and survival into a living world where your actions echo across the city. You will explore haunted ruins, confront monstrous horrors, and navigate dangerous negotiations. You will experience the desperation of scavengers, the zeal of cultists, and the cruelty of mercenaries. Most of all, you will shape the fate of Drakenheim while discovering the truth of your forgotten past. As your Dungeon Master, I bring more than rules and dice. You’ll hear unique character voices that bring NPCs to life. You’ll fight battles on detailed maps with striking tokens, and every session will be enriched by atmospheric music and soundscapes. I have crafted hours of fresh content, encounters, and lore to expand beyond the published Drakenheim material, tailored to your characters’ stories

Homebrew rules

Drinking a healing potion as an action restores maximum amount of HP. Drinking it as a bonus action requires you to roll for healing. Rolling a natural 20 will always have amazing success, often beyond what's possible. Rolling a natural 1 will result in catastrophic failure. Often causing you to hit an ally or causing something ridiculous to happen. When two players flank an enemy, we'll always roll with advantage. Rolling a natural 20 on a death saving throw will automatically pop you up with half HP. Rolling a natural 1 will count as two failures. Always take maximum HP when leveling up to avoid unlucky rolls. I only use milestone leveling as it avoids the grind and keeps the story moving forward.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Baron creates a safe table

In Session 1 We Will Cover Any Concerns You May Have. Disrespectful Players Will Be Removed As Were All Here To Have Fun.

Content warnings

Safety tools used

Frequently asked questions