Shadows over the East - The Forgotten Realms
The Forgotten Lands stands on the edge of ruin. Corruption spreads, faith falters, and your choices will decide its fate.
$10.00
/ Session
Details
Weekly / Tuesday - 3:00 AM UTC
Dec 16 / Session 3
Session Duration / 2.5–3.5 hours
3 / 5 Seats Filled
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Schedule
About the adventure
Shadows over the East A Player-Driven Sandbox in the Unapproachable East The lands of the East have endured a long, bitter decline. Demon cults whisper in the shadows once more. The noble courts of Impiltur and Damara, once bulwarks of justice, rot from within—nobles trading oaths for coin while the Church of the Triad wanes beneath the weight of corruption. To the north, the broken tribes of Narfell cling to survival amid the haunted ruins of their demon-binding past. To the south, the Great Dale teeters on the edge of chaos—its northern reaches infested with fiend-spawn, while the druids of Leth guard the southern forests and trust few outsiders. And across it all, the veil between worlds grows thin. In lonely forests, forgotten barrows, and beneath the cities of men. Things that should not be slip through, leaving only fear and ruin in their wake. In these uncertain times, salvation—or damnation—will not come from kings or gods. It will come from those who choose to act. A Living World, Shaped by Its People Shadows over the East is a character-driven sandbox campaign set in the Unapproachable East (Forgotten Lands). The story unfolds through player choices—alliances formed, oaths broken, and the moral weight of survival in a world sliding toward darkness. The details are yours to define—what you serve, what you’ve lost, and what you hope to reclaim. These ties will shape how the East sees you—and how you choose to shape it in return. The Campaign Tone Dark Realism, Flickering Hope. The East is weary but not lost. Consequences Matter. Factions remember, and choices echo. Personal Stakes. Faith, legacy, and redemption lie at the heart of every story.
Game style
Roleplay Heavy
Sandbox / Open World
Game themes
Meet the Game Master
3 years on StartPlaying
13 games hosted
Highly rated for: Creativity, World Builder, Teacher
Average response time: Under 1 hour
Response rate: 100%
About me
I was a forever DM from 1985 until 1999 when my son was born. I took 21 years off and came back for 5 years as a player and now 3 years running games again. I'm excited to be back on this side of the table again. I enjoy players building the Character in their Character. Developing their place in the world. Leveling is fun but developing a life for the character is amazing.
View Profile →Character creation
Creating your character
Character Creation & Ties to the East 2024 Players Handbook Species. Others have to be discussed. Classes can be all 2024 classes and some Alternates form other content I have on Roll20. Standard Array for Stats. Max HP at 1-3 level. Your story begins here, not in distant lands. The past matters; your roots matter. When creating a character: Choose a homeland within Damara, Impiltur, Narfell, or the Great Dale. Select a connection that ties you to this region’s fate. You might belong to or have history with one of the following: 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 confidants and old mentors. A merchant house or trading company navigating shifting alliances. A noble lineage (perhaps fallen or low-born) struggling for relevance. A knightly order striving to restore justice in a broken land. The details are yours to define—what you serve, what you’ve lost, and what you hope to reclaim. These ties will shape how the East sees you—and how you choose to shape it in return. The Campaign Tone Dark Realism, Flickering Hope. The East is weary but not lost. Consequences Matter. Factions remember, and choices echo. Personal Stakes. Faith, legacy, and redemption lie at the heart of every story.
The group currently has a warrior, paladin, rogue. The party has reached level 2.
What to expect
Preparing for the session
We will use Discord for Voice. and Roll20 for a VTT. No Mobile users. Sorry slows down play. You must complete a Session Zero Before you can join a game. Players Must be willing to work as a team. Decision should be talked about and agreed upon. Give and take to share the story lines
What Jim brings to the table
I provide a private discord server and a pro roll20 account with many source books and compendiums for character creation. Players Must be willing to work as a team. Decision should be talked about and agreed upon. Giving and take to share the story lines At the end of every session they group should give the DM some idea of where they group would like to go next session
Homebrew rules
If you can roleplay as skill challenge it will have a lower DC. For instance if you describe how you character looks for a trap the DC for finding one might go down. Or if you can roleplay your attempt to persuade a NPC it might make it easier. Luck Points (a ToV thing that help players out) Downtime Leveling ( Leveling a skill takes time you can play thought it or it can just pass) YoYo healing causes levels of exhaustion I'm not a rules lawyer I enjoy roleplay if it make the game better its more fun.
Equipment needed to play
Internet
Computer
Microphone
Headphones
Platforms used
Safety
How Jim creates a safe table
We can discuss any Lines and Vails in session 0 or in private before the game. There will be NO sexual content.
Content warnings
Safety tools used

