Image by PixelTrope Art Collective
Fort Aegis vs. Shadowgate Canyon
Frontier Hold: last city of free people in the world. Nearby, the Shadowgate! Beyond it, a megadungeon all the way down to the dark of the underworld.
$20.00
/ Session
Details
Weekly / Sunday - 7:00 PM UTC
Mar 8 / Session 0
Session Duration / 3.5–4.5 hours
Campaign Length / 6–40 Sessions
4 / 5 Seats Filled
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About the adventure
Fort Aegis: an embattled bastion of humanoids on the edge, which guards the Shadowgate, an entrance to the Canyon of Peril, which keeps back a potential onslaught of evil creatures that dwell below. Who is brave enough to enter the Dark Maw, endure the Abyssal Gauntlet & the endless descent into the under-dark!? What will become of the Frontier Hold Settlement if you do not? Your journey into the Labyrinths of Doom begins soon! This is a gauntlet style mega-dungeon crawl, if you can reach the main dungeon alive! The deeper below ground you go, the more difficult & long is the way back home, which urges the party to find means of travel beyond what they start with. This campaign has wilderness hex exploration & side-quests between the dungeons & the Frontier Hold settlement. The map system is scaled so that any hex on the city or wilderness map can have its own scaled battle-map, which itself contains encounter areas, which could also have buildings or underground features. This game has a streamlined Settlement experience, with accelerated Downtime System & optional second crafting-only N/PC, if desired by the player. The underground map style is classic overhead dungeon, upgraded to full color & detail, with dynamic lighting & token sight based on each character's vision & their light source. Dungeon levels get progressively more difficult by creature CR, which will vary for every encounter between APL -1 to APL +4 based on a bell curve probability. Many of the Bestiary creatures will be encountered on the way from level 1 to level 21. If the players like to have an occasional big battle, there is the potential for massive combat (20 to 40 total combatants on the battle board at the start of the battle.) Some dungeon levels may be single-initiative roll dungeon hacks! While I prefer experienced players who can maintain laser focus on the game & keep the combat turns moving along as smoothly as possible, expert use of the character sheets keep the turn based play moving along quickly. Dramatic role playing, especially improvisation in the moment of combat or exploration action is highly encouraged. Base your role playing on the specific combat action or the random circumstance just arisen, & it will become part of the story. The GM has a story generating system based on every level of the mega-dungeon or side quest, so there will be flavor, atmosphere, ambiance, amazing tales & mysterious revelations along the way, complimenting every dungeon's tricks, traps, puzzles, riddles, NPCs, & combat encounters. If you wish to have a Crafting N/PC, to sometimes have items finished if your PC manages to survive & make it back home in one piece, their ability scores will be: Divine Crafter NPC Stats STR 12 DEX 8 CON 14 INT 20 WIS 15 CHA 13 Arcane Crafter NPC Stats STR 8 DEX 14 CON 12 INT 20 WIS 10 CHA 13 Skilled Crafter NPC Stats STR 12 DEX 14 CON 13 INT 20 WIS 8 CHA 10 (This is for your Crafting N/PC only, not any other N/PC in the game.)
Game style
Combat Heavy
Dungeon Crawl
Hexcrawl / Exploration
Roleplay Heavy
Rules as Written (RaW)
Tactical / Crunchy
Game themes
Meet the Game Master
About me
"GM Greg: Level 21 Game Master" I started as a Dungeon Master for AD&D in 1979; I have nearly 45 years of experience creating & presenting worlds; I've run thousands of hours of gameplay across dozens of campaigns, from in person tabletop, through play-per-post in the early days of digital, to now pushing virtual table-top systems to the limits of their capabilities. I've awarded hundreds of levels for PCs over the decades of creating worlds & running campaigns from start to end: the longest of which logged nearly 4700 hours of gameplay over 5 years! Whether it's describing the dusty environs of a remote underground temple in great detail, or portraying all 222 inhabitants of the village of Hommlet from the classic AD&D T1 with many voice impersonations, or running battles with dozens or even hundreds* of combatants, I can bring it to the table. Let's go on an adventure through a classic dungeon crawl, or explore a vast sandbox, or go back in time to a converted AD&D adventure module, or find out just how many levels of megadungeon are sandwiched between the Underdark & your home settlement. (*Ask me about the 99 goblinoids in a single initiative dungeon that took 3 sessions of 3 hours & 99 rounds of combat, averaging 1 goblin kill per round for the party, with much fire, mayhem, & rejoicing.)
View Profile →Character creation
Creating your character
A complete campaign guide to build a Pathfinder 1e PC for this campaign is shared as soon as you confirm as a player, before Session 0, & the GM will be available to answer questions & improve your Roll20 sheet before Session 0. Our goal is to have every detail of your level 1 PC filled in before the end of Session 0 so group adventuring can begin. This is a strict Paizo Pathfinder 1e RAW game, so sources you use for PC creation must be Paizo-published materials for first edition Pathfinder. Unchained is used, but if playing a Summoner, you are responsible for the extra work to have the complete sheets & tokens for creatures you plan to summon in the next session prepared ahead of time. You can play a classic class or Unchained, but not multiclass both. Archetypes are available for PCs & their companions/familiars. Material from the Tech Guide is not used; this campaign is low-tech, so no: robots, androids, firearms or other complex tech. Clockworks, black powder for fireworks or spells, & alchemical explosives are allowed. Max HP at start (RAW average HP from then on,) & each new PC gets an amazing 32 Point Buy for Base Abilities, before PC racial adjustments. Arrange the array as you like for your character's class. Ability Score Increase at usual levels 4, 8, 12, 16, & 20. Example 32 point buy: Superhero Array 18, 16, 14, 12, 10, 8 Two Primary Stats 17, 17, 12, 12, 12, 10 Three Primary Stats 16, 16, 16, 12, 12, 8 16, 16, 16, 12, 10, 10 Balanced Array 18, 14, 14, 12, 12, 11 Monk Array STR 14, DEX 16 CON 14 INT 12 WIS 16 CHA 10 Min/Max Array 18, 18, 12, 10, 8, 8 Multiclass Array 15, 14, 14, 14, 14, 14 Players are encouraged to make effective builds that can survive the dangerous encounters & compliment the builds of allies, who all work together effectively in any situation. PC alignment should not be evil, unless by specific discussion with the GM regarding intentions & other aspects of the build & play-style, with a mutual understanding reached that evil PC behavior can never disrupt the smooth & well paced play, & could possibly lead to the censure or death of the evil PC if they are at odds with the party's goals. The best party is always a Cleric, a Rogue, a Fighter (or Barbarian,) a Wizard (or Sorcerer,) & a Bard (or Druid,) or at least the party should have 5 classes, each a specialist, who together cover all the necessary adventuring roles. One PC trying to be good at everything, such as the "salad bar multiclassing" philosophy ends up being good at nothing at higher levels. There are powerful & effective multiclass builds, but they need to be well planned ahead to avoid retraining. Additional information, such as vital statistics, HP per level, campaign traits, homelands, deities, etc. are outlined in the campaign guide, & the aim is to use the RAW as much as possible to cover all the actions the characters want to take, which are played into the Roll20 chat with the click of a button.
What to expect
Preparing for the session
Be on time & provide at least 24 hours notice if late or absent. There are 1 ten minute & 2 five minute breaks during a 4 hour session. Pay attention to details the GM talks about; your PC's life depends on knowing them. If the GM can't be heard or understood due to tech issues or unintended noise, politely inform him by voice or in Discord game channel & it will be corrected immediately. The GM plays soft adventure music for himself, but players should never hear it, so if it is heard, politely inform him. Players are encouraged to have any or no music of their own, but it should not be heard by others when they are speaking. Outside of the game session, the GM can assist players with audio settings so that they don't affect the game. Be ready with actions & RP on your turn. Don't interrupt, but please do RP briefly, offering Free, Swift, or Immediate Actions out-of-turn as needed. Speaking out-of-turn is encouraged when the "Open RP while busy" icon is in Roll20 chat, eliminating pauses in gameplay when a rule is read or quick math is done. The "Open RP" should always be about what just happened in the last round, what is happening this round, or what the party planning for next round. Detailed, complete PC Sheet updating is so very important. Sheets need to reflect the current conditions of the PC & associated creatures, & change as soon as anything changes, so keep your sheets open for the whole session. When complete & current, any roll, ability, spell, item or other any information can be put into chat with a button click. The GM will help you understand & use the complex sheet until you wonder how you ever did without it. Discord (free account) All players need to be able to hear & understand each other. Players can use a webcam if they wish, as long as no Discord or Roll20 bandwidth issues occur. Bandwidth is better used for voice, to prevent "roboting" or drop-out & for loading game assets & battleboard updates quickly. The GM does not use a webcam & none are required of the players. Discord text channels are used to post resources, player creation guide, in-game lore, etc. & are kept to a minimum so that information is easy to find. Roll20 (free account) Computers need to have enough memory, performance, & internet speed to use Roll20 & load large, high quality maps & full dynamic lighting. Advice will be made available about which browser to use & settings for that browser, to clear up lag or correct unlikely issues with Roll20. After ten years of playing on Roll20, it is fast & easy to use when set up correctly. Let's play!
What Gregory brings to the table
My goal is to bring the highest quality tabletop gaming experience as possible, using the RAW of the most complete TTRPG & as many useful & fun features of the VTT. This campaign uses the style "Hex Exploration between a Mega-dungeon Crawl and Mega-settlement Downtime." Play stays fast-paced, turn-based, with open RP in-the-moment when the GM is setting a duration counter or crossing off the creatures the party just obliterated! If you pay attention on everyone's turn, you'll be ready for your turn & find that a wonderful story emerges from your choices. Intense, tactical combat: YES! This game is RAW & adjudicated by my RAI. The "Cool!" part comes from that, not before that! I bring you the collected assets & experiences of creating & presenting worlds for over 4½ decades as a GM & 5000+ hours at the table as a Pathfinder 1e GM. The longest campaign was played 20 hours per week, with many players coming & going during long sessions. Combats with more than 3 dozen total creatures (friends & foes) on the massive battle map at the start of combat are not terribly difficult to run. Maps & Background: Only high quality color maps & backdrops make it to the battle boards. Expect high res, HD, finely detailed scale maps, & for the world map hex, battle map hex, & settlement hex grid to use the same scales. Miniature Figures, not Pogs: High detail & PC accurate tokens are generated, rather than using a "pog" style that can break the fantastic environmental map depictions. PCs' info & in-game actions are put in play chat from a token, so play is very quick & easy! Some illustrations, maps, & scenery are original artworks by myself, using original or OL 3D models & textures. Some visual content is generated by free algorithms & vetted for quality standards. "LLM" text generators are not used, as the GM is an educated & trained author who has decades of material to draw from. If you question my character, you will find instead that I am the entire cast! As a trained stage & award winning film & voice actor, I have a wide variety of voices for many NPCs & creatures, so each is voiced uniquely! My goal is to make each encounter recognizable through expressive impressions. Welcome the voice of the allied mage; dread the growl of the deadly foe! Expect & enjoy immersion, role playing, tactical combat, fantastic environments, crunchy/complete RAW for fair play, wilderness exploration, detailed world full of interesting NPCs, dungeon crawling, a variety of challenges, a story that started before you arrived but is now yours to tell & more! When all the players are either in character RPing, calling actions on or off turn, & otherwise only immersed, imagining & feeling the experiences of their PCs, the party's actions write a story that is fun, humorous, & dramatic. Want to create a detailed PC to play levels 1-20 in a fantastic, focused adventure, this is the table for you! I made the world; it's yours to play in! Your choices will write the best story.
Homebrew rules
Turn-based is most Based: using Exploration Turns, Combat Rounds, or Downtime Days, the Counter is always up & every player gets their fair turn & equal time. Every turn is announced with sentences unique to the PC's current situation & accompanied by the appearance of the PC's icon in the game chat! Information is persistent between sessions in the Turn Counter (GM,) or the sheet's Notes section (player.) Calends, Time of Day, & any effect with a duration are tracked for all to see. Players can edit their Turn entry to "get ahead" & literally show initiative. For exciting, less static encounters, a table feature is pre-combat Skill Checks: 1 or more of Perception, Stealth, Survival, (& possibly others) are called for with Initiative. These rolls reveal the Surprise actions available, & may determine combatant positions, distance to adversaries, & other combat conditions. It's likely that Knowledge Checks will be called for at this time too, so that when Combat begins the amount known is ready. Detailed play and stories result from Skill Check results, such as Survival to predict the weather or avoid getting lost. Cover & Grapple flowcharts are used to insure that speedy resolution of the complex rules follow. The target is going to have +8 AC if an ally is engaging with it in melee & standing in the way of a Ranged Attack, so plan Feats accordingly to fit the build. Very specific, "old school," or "classic" rules interpretations are being used, which I feel are actually RAW & RAI, but most GMs seem to ignore or grant fiat results instead of using "the specific rule over-rules the general rule" philosophy. This is especially true for Stealth, Disable Device, & other Skills, especially for Magical Traps created with spells which cite their own rules. For example, to actually remove, erase, or dispel a Rune or Symbol, see the Spell that made it, & otherwise it can only be *bypassed* or *ignored* (as if excluded from the spell effect when it was cast) with Disable Device, & only by & for characters with the Trapfinding Class Feature. Use of other Skills (Fly, Climb, Knowledge, etc.) are likewise strictly interpreted, to maintain game balance & the finely tuned tactical aspects of this, the crunchiest of all "D&D" versions. Hero Points are used, to avoid fudging rolls or ignoring rules if a sad outcome is likely. PCs may die in this game, but only with a combination of bad luck, unwise decisions/actions, & failure to use Hero Points. Raise Dead & other means to bring back a PC amay be available, or start a new PC with only a minor set-back in Experience, which can be regained during Downtime. Special Spell Components expand spell utility. If you use Called Shots, enemies will also use them against you. If interested, Caravans, Chases, Bar Fights, Duels, Exhibition Fighting, Gambling, or Social Conflicts could come up as the campaign grows beyond dungeon crawls & downtime.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Gregory creates a safe table
There is no sexual content in role-play or out of character discussions. This is a high fantasy game of heroic storytelling about defeating monsters in dungeons & taking their treasures. While your PC might have a romantic relationship with, or marriage to an NPC (if the specific campaign includes it,) brief PG-13 appropriate RP is all that is required or desired in those situations. If anyone wishes to take a break or step away during play, simply message the GM that you're doing so, & later the issue that caused the discomfort can be addressed so that it will never happen again. To avoid any upset from the real world (politics & religion especially) intruding on our fun game, there should not be any talk at the table unrelated to the game. Quoth THE Bard, "The play's the thing!" We are here to play & the time is valuable & goes by quickly when we're having fun, so concentrate on what your PC is doing this round & we'll get the most adventuring done each session. There is no body horror, gore, depictions of abuse or psychological trauma at my gaming tables. Fantasy violence or "halloween horror" are kept to a minimum, such as describing the frightful appearance & actions of an undead creature or describing the results of a critical hit attack, or commenting that a creature is Dying or Bleeding. Any specific emotional triggers a player wishes to avoid can be told to the GM in a private message during Session 0, & those topics or depictions will be avoided during gameplay. Disrespect, mistreatment, or abuse of any kind toward any player at the table will not be tolerated. Repeated failures to comply with the terms of service of Start Playing Games, Discord, Roll20.net, or breaches of the code of conduct for those platforms & services or the game table, will result in the suspension of the player & a documented report to Start Playing Games, with the details of the repeated infractions. Session 0 will include expert advice & guidance through every step of completing a Roll20 Pathfinder Community Sheet, with advanced techniques such as macros, custom buttons, custom variables, & more, which enhance the Buff & Condition system, making your bonuses, penalties, & stacking rules as easy as checking & un-checking options on the character sheet, & placing your PC's action into the chat at the press of a button! The easier it is to play, the more fun we have & the more adventuring is experienced.
Content warnings
Safety tools used
