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Shadows over the East - Dark FR Open world

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.

TYPE

Campaign

LEVELS

1–12

LANGUAGE

English

EXPERIENCE

Beginner

AGE

18+
FULL
$15.00

/ Session

Details

3 players following this game

Weekly / Tuesday - 3:00 AM UTC

Dec 1 / Session 49

Session Duration / 3–3.5 hours

5 / 5 Seats Filled

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Schedule

Tue, Dec 01 | 3:00 AM – Session 49

Tue, Dec 08 | 3:00 AM – Session 50

Tue, Dec 15 | 3:00 AM – Session 51

Tue, Dec 22 | 3:00 AM – Session 52

Meet your party members

5/5

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. Your backstory, faction ties, and personal goals help shape the campaign’s direction. The world is dark and grounded, and hope has to be earned. There is also room for friendship, humor, and victories that make life better for the people around you. As you face the East’s dangers, your choices shape who your character becomes and what they leave behind. You don’t need extensive experience. If you’ve played a few sessions, understand the basic rules, and are comfortable describing what your character says and does, you’re welcome at this table. I can help you build on those basics. Session Zero covers character creation, connections to the world and party, expectations, and table boundaries. New groups meet together for Session Zero. If you’re joining an existing campaign, we’ll handle your individual onboarding outside regular game time. 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

4.7

(9)

Educator

4 years on StartPlaying

63 games hosted

Highly rated for: Creativity, World Builder, Beginner Friendly

About me

I run long-term Dungeons & Dragons campaigns where your character’s goals help drive the adventure. Your backstory gives you connections to the world, your choices affect what happens next, and the party becomes invested in one another’s stories. If you enjoy building relationships, pursuing personal ambitions, and seeing the lasting effects of your decisions, that is the experience I build my games around. I’ve been running D&D since 1985, and I still make time to play because I want to remember what the game feels like from your side of the screen. As a DM, I enjoy giving you situations worth exploring and watching your decisions take the campaign somewhere none of us expected. My games draw on classic fantasy with a darker edge: dangerous roads, ancient ruins, ambitious factions, and difficult choices. There is also room for humor, friendship, and the satisfaction of making things better. Towns remember your help, allies have lives of their own, and the things you build can become as important as the enemies you defeat. You don’t need acting experience, a character voice, or pages of backstory. Bring curiosity, a willingness to work with the group, and a character you want to discover through play. I’ll help you find your place in the world and give you reasons to care about what happens there.

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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: Choose from the class options enabled in my Roll20 campaign. Use the 2024 version where available; otherwise, use the 2014 version. Artificers, gunslingers, and firearms are not permitted. 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

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: Once per turn, gain 1 Luck point when you miss an attack or fail a saving throw. The GM may also award Luck for clever ideas, good roleplaying, or achieving story goals. Spend one or more Luck points to add +1 per point spent to an attack roll, ability check, or saving throw (d20 rolls only). Luck cannot modify damage rolls or grant rerolls. You can hold a maximum of 5 Luck points. Leveling: After you qualify for a level, your character must spend in-world downtime to train before leveling. You can narrate it briefly or in detail, but the time passes either way. Yo-yo healing: The first time you’re healed from zero hit points, you gain no exhaustion. Each additional time before you finish a short or long rest, you gain one level of exhaustion. Finishing either rest resets this count. Rules as written in combat, with the house rules listed here. Outside combat, creative ideas and good roleplay can shape my rulings. If a rule gets in the way of a great moment, we can discuss an exception. No flying mounts or magic shops. Magic items are rare and meaningful in this campaign. Magical equipment is earned through play, not purchased. Rules are a guide, not a cage.

Equipment needed to play

Internet

Computer

Microphone

Headphones

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

Character Death
Devils / Demons / Fiends
Violence
Cults

Safety tools used

Frequently asked questions