Misthria: The Adventurer's Guild

Misthria: The Adventurer's Guild

As newly inducted member's of the adventurer's guild it is time for you to get involved in the simple jobs of.. *reads notes* saving the world?

TYPE

Campaign

LEVELS

3–20

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
Request to join
Send a request to join this game. The Game Master will review your application and reach out with follow up questions to see if you are a good fit for the table.
5 NEEDED TO START
$20.00

/ Session

Details

Weekly / Sunday - 6:00 PM UTC

Session Duration / 3–4 hours

Campaign Length / 3–30 Sessions

0 / 8 Seats Filled

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About the adventure

As prospective adventurers looking to join the adventurers guild, you and many others, after signing up for it, have been invited to the annual grand hunt. The Grand Hunt is a way for the adventurers guild to gauge the skill of would be adventurers. The only information you've been given is that you will meet in the town of Skellen, tonight. Skellen is a fairly backwater town in the far north of Elathir a few days ride from Greenwater where the adventurers guild was founded and that houses its current guild headquarters. The swamps, forests and fields of Skellen make for a great place to hold the hunt. You know a small amount about the hunt, from previous years but you do know that each year it is done differently to not allow parties to prepare, other than that it promises to be difficult and not something to be taken lightly by charging in head first. The World of Misthria is a vast land, build up of four major continents, Mosak Dum, named as the dwarven continent, the numerous mountain ranges, pine forests and rolling hills make a breathtaking landscape where the dwarven clans make their home, the dwarves of the surface making trade with the other nations while those living in the sprawling underground cities and capital Khaldrim Dorul keep to themselves and trade solely between themselves beyond the occasional diplomatic gift. While many consider the dwarven kingdoms insular, they are nothing compared to the elven lands of Ash-Rilar. Locked within a vast magic barrier with barely a single point of access the grand forests of Ash-Rilar are a sight to behold.. to those who live there, if you are not of elven decsent it is more than unlikely that you will ever see the silver towers of the capital Shal-Koreen the closest you are likely to get is seeing the megolithic barrier towers peppering the coastline of the continent. For the Dwarves and Elves that don't find themselves in either of their insular nations the third continent of Elathir is likely where they will call home, while it is named as the human continent, it is infact the most varied in terms of race, people and creatures from all walks of life call this land home, Goblin dock workers stand beside Dragonborn mystics as they walk to their favourite Dwarven tavern to have a pint of Goliath brewed ale, the true variety of what is available in the once elven capital of Are-Asi boggles the mind. And the final "continent" is the selection of islands known as the Felton Isles, not much is known by outsiders as few dare go there, this is thought to be where the "monster" races call home from the brutal Orcs of old, to more bestial creatures like minotaurs, not much is known about their cultures but they are said to live in relative peace in this current age.

Game style

Roleplay Heavy

Sandbox / Open World

Meet the Game Master

Less than a year on StartPlaying

About me

Hey there! I’m Josh a DM with over a decade of experience running tabletop RPGs, mostly D&D 5e, but also Warhammer Fantasy Roleplay and a few other systems. For five years, I ran two long-term professional campaigns on Roll20 alongside shorter games, one-shots, and custom adventures. My style leans more toward story-first and roleplay-focused, I love character-driven narratives, worlds that react to your choices, and those unpredictable player moments that turn into lasting memories. Whether you want classic D&D action, deep roleplay, or a relaxed, laughter-filled session, I’ll adapt to your group’s style. I’ve run everything from official modules to fully homebrewed worlds, and I pride myself on keeping sessions immersive, inclusive, and fun. My job as a DM is to make sure every player feels like their character matters, that their story belongs in the world we’re building together. If you’re looking for a creative, reliable DM who brings energy, experience, and a love of storytelling to every game, I’d love to roll some dice with you.

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Character creation

Creating your character

We will go through character creation as session 0, I am open to Homebrew classes and races but they must be vetted.

What to expect

Preparing for the session

We will use voice on Discord, and Roll20 for visuals/character sheets.

What Josh Platts brings to the table

I have a huge library of maps and assets for battle maps and important places. I am flexible with a fair amount of the rules, and offer additional tables, sheets and rules to expand the standard 5e system.

Homebrew rules

Additional Rules: Crafting Rules Crit and Fumble Tables Injury Tables Heroic Death

Equipment needed to play

Internet

Computer

Microphone

Safety

How Josh Platts creates a safe table

My private DM's are always open to players, if there is an issue with other players, content or other issues I encourage you to message me either as soon as possible, or when you feel comfortable so we can work through the problem.

Content warnings

Safety tools used

Frequently asked questions