Shadows over the East - Dark FR Open world
Dark sandbox in a dying land. Your choices reshape the East — factions remember, oaths matter, and the veil between worlds grows thin.
$15.00
/ Session
Details
2 players following this game
Weekly / Tuesday - 2:00 AM UTC
Jun 30 / Session 31
Session Duration / 3–3.5 hours
3 / 5 Seats Filled
Report Adventure
StartPlaying Money Back Guarantee
If your game doesn't happen, we guarantee a refund. Just reach out to StartPlaying Support. Refund Policy
Schedule
About the adventure
Your character has a past in the East. A reason to stay. Something to fight for — or something to run from. Maybe you serve a church that's losing its grip on the faithful. Maybe you owe a debt to a thieves' guild that collected long ago. Maybe you rode with a mercenary company that no longer exists, and you've been trying to figure out what you are without it. Whatever brought you here, the East is not letting you leave quietly. Demon cults are moving in the dark. Noble courts are rotting from inside. The veil between worlds is thinning in ways that people are only just beginning to notice — and the people who do notice tend to disappear. Factions are shifting alliances, calling in favors, and looking for people with skills and no obvious loyalties. That's where you come in. This is a sandbox campaign — there is no predetermined path. The story follows your character's choices, your relationships, and what you decide matters. Alliances you build will hold or fracture based on what you do. Oaths made here have weight. The East will remember. What kind of game is this? Roleplay-heavy with meaningful combat. Character-first — your backstory, your faction ties, and your personal goals shape the direction of the campaign. Dark and grounded — hope exists but it has to be earned. This is not a game about saving the world. It's a game about who your character becomes while trying to survive it. New players are welcome. The campaign is deep into its story but every new character gets a dedicated Session Zero — free, about 30–45 minutes — where we build your character together, tie you into the world, and introduce you to the existing party before your first session. You won't be dropped in blind. The current three players are experienced and welcoming. New characters join as the story evolves — the East always has room for someone with the right skills and the wrong enemies. Every session is summarized after it runs — a written recap of what happened, what changed, and where the story stands. Before you even book you can read through the campaign history and get a real feel for the world, the party, and the tone of the table. If you're curious but not sure you can read the full session chronicles at ruinedtowergames.netlify.app/sessions before you even book.
Game style
Roleplay Heavy
Rule of Cool (RoC)
Sandbox / Open World
Game themes
Meet the Game Master
4 years on StartPlaying
45 games hosted
Highly rated for: Creativity, World Builder, Teacher
About me
I picked up the DM screen in 1985 because nobody else at the table wanted to. Decades later, I’m still behind it — and I wouldn’t have it any other way. I ran games through the late 80s and 90s, stepped away for family and life, then came back to the hobby first as a player before returning to the DM’s chair. That time on the player side changed how I run games. I know what it feels like to have your choices ignored, your backstory forgotten, or your character treated like a token on a map. I don’t run games that way. I still play at least once a week because I never want to lose that perspective. What I care about most is simple: I want your character to feel like a real person living in a real world. Not a build moving through a plot. Not a stat block waiting for the next fight. A person with history, relationships, goals, fears, allies, enemies, and something to lose. My games are built around that idea. Towns remember what the party does. Factions react. NPCs change their plans. Victories create new opportunities, and bad choices can leave scars. I like classic fantasy adventure with a darker edge: dangerous roads, old ruins, corrupt nobles, desperate villages, haunted places, demon cults, and hard choices that matter. At my table, you can expect a prepared game with room for player freedom. I use Roll20 and Discord, build maps and handouts, track consequences, and give the party clear hooks without forcing one “correct” solution. Combat matters, roleplay matters, and teamwork matters. If you want a campaign where your character can grow from a local adventurer into someone the world has to take seriously, that is the kind of game I love to run.
View Profile →Character creation
Creating your character
Your character belongs to the East. Not a traveler passing through — someone with roots, history, and skin in the game. The basics: Species: Human, Dwarf, Halfling, Elf, Gnome, Orc, Tiefling, Dragonborn — others by discussion. Classes: All 2024 and 2014 classes plus select alternates available through Roll20. Stats: Standard Array (15, 14, 13, 12, 10, 8) · Max HP at levels 1–3 Choose a homeland: Damara, Impiltur, Narfell, or the Great Dale. Each has its own culture, its own wounds, and its own reasons to produce someone like your character. Choose a faction tie: Something that roots you in the region and gives the world a reason to care about what you do: A church or temple seeking to reclaim faith and order A thieves' guild surviving and thriving amidst the corruption A mercenary company fighting for coin, honor, or survival A wizards' guild or circle of old mentors A merchant house navigating shifting alliances A noble lineage, fallen or low-born, struggling for relevance A knightly order striving to restore justice in a broken land Come to Session Zero with three things: Who your character is right now — not just their backstory, but where they stand today. What they've lost or what they're protecting. And why they're still standing when so many others aren't. That's the character the East needs. That's the character this table is built for.
The current party is a warrior, paladin, and rogue at level 5, And entering tier 2. They are an established group but welcoming to new characters. Think about how your character might naturally connect with a fighter-type, a holy warrior, or a skilled thief — and what role you'd like to fill in that dynamic. The party currently has no arcane caster and no dedicated healer, so those are natural gaps if you want to slot in cleanly — but play what excites you, the story will make room.
What to expect
Preparing for the session
Before Session Zero, have a character concept ready — your class, species, homeland, and faction tie. You don't need a fully built character sheet, just a clear idea of who this person is and why they're in the East. Install Discord and test your microphone. Create a free Roll20 account if you don't have one. After booking you'll receive an invite to the private Discord server and access to the Roll20 campaign. Session Zero runs about 30-45 minutes and is free. We'll build out your character together, cover lines and veils, and work out how you connect to the existing party. Come with questions. Attendance and communication This is a shared commitment — five people are showing up every week for you. If you know you'll be late or absent, notify the group in Discord as soon as possible. Life happens and we understand that, but silence is not acceptable. Give the table the same respect you'd want in return. Missed sessions If you need to skip a session you are responsible for marking yourself absent on StartPlaying before the session to avoid being billed. When a player is absent their character fades into the background for that session — the story continues and you won't be left behind. Consistent absences: There is no hard number of missed sessions that triggers a conversation, but if attendance becomes a pattern the group will have input on how to handle it. This is a table, not a subscription — everyone's time and investment matters equally. Cancellations and refunds: StartPlaying's standard refund policy applies. If you need to leave the campaign entirely please let the GM know directly rather than simply dropping — it helps the group plan and keeps the door open for a clean exit.
What Jim brings to the table
A private Discord server for voice, session scheduling, and between-session roleplay. A Pro Roll20 account with multiple sourcebooks and compendiums available for character creation and reference during play. Session Zero is included — we'll build your character together, establish your ties to the East, and make sure you're comfortable before your first session. I run a living world. Between sessions the East keeps moving — factions shift, rumors spread, and your downtime choices matter. You'll never show up to a session where nothing has changed. The campaign also has a dedicated website with the full session chronicle, GM background, and campaign details: ruinedtowergames.netlify.app
Homebrew rules
Roleplay as skill challenge: If you describe what your character is doing rather than just calling for a roll, the DC goes down. Good roleplay is rewarded mechanically. Luck Points: A Tales of the Valiant mechanic that gives players a small pool of points to influence outcomes. Takes the edge off brutal moments without removing tension. Downtime leveling: Gaining a level takes in-world time. You can play through it or let it pass in the narrative. Leveling feels earned rather than arbitrary. YoYo healing: Dropping to zero and bouncing back up has a cost — levels of exhaustion accumulate. Going down in a fight has real consequences. Rules as written in combat, rule of cool in roleplay. Combat runs by the book — it keeps things fair and tactical. Outside of combat, if you can sell it with good roleplay, we can make it happen. No flying mounts or magic shops. This is a grounded, low-magic economy. Equipment is earned through play, not purchased. Magic items are rare and meaningful when they appear. Rules are a guide, not a cage. If a rule gets in the way of a great moment, we talk about it. Rulings favor story and fun over strict RAW.
Equipment needed to play
Internet
Computer
Microphone
Headphones
Platforms used
Safety
How Jim creates a safe table
Lines and veils are discussed openly in Session Zero so everyone knows the table's boundaries before play begins. Hard limits: No sexual content of any kind. Fade to black: Used whenever a scene reaches a point that doesn't need to be played out in detail. Character death is possible. This is a dangerous world and choices have consequences. Death will be meaningful when it happens, not arbitrary — but it is on the table. Mature and respectful play expected. This campaign explores dark themes — corruption, loss, moral ambiguity. Players are expected to engage with those themes thoughtfully and with consideration for everyone at the table. If something is uncomfortable, say so. We handle it like adults.
Content warnings
Safety tools used

