Grim Hollow: The Forgotten Twin (DND5E 2024)

Grim Hollow: The Forgotten Twin (DND5E 2024)

A Rune Clan crisis erupts as ancient magic falters. As Viking mage-warriors of Valika, you must uncover the truth before the wards collapse.

TYPE

Campaign

LEVELS

7–15

LANGUAGE

English

EXPERIENCE

Open to all

AGE

All Ages
4 NEEDED TO START
$15.00

/ Session

Details

Weekly / Saturday - 12:00 AM UTC

Session Duration / 3–4 hours

0 / 6 Seats Filled

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About the adventure

Welcome to Valika, a land of icy seas, raiding longships, rune-carved magic, and Viking clans bound by honour, power, and ancient tradition. This campaign follows Clan Rune, the most magically gifted of all Valikan clans. Their settlements sit behind smooth stone walls raised by sorcery, their warriors wield runestones that channel elemental power, and their mages trace their lineage back to Rune, the legendary sorcerer who once fought alongside the heroes who saved the north. Clan Rune does not worship saints or seraphs, they look to the Primordial forces of creation: storm, frost, fire, and the deep arcana that shaped the world long before the gods were named. You and your party play as Rune Kin: battle-mages, runesmiths, ward-guardians, arcane warriors, and scholars raised from childhood to respect magic as both a blessing and a burden. Life in Clan Rune is rigorous: magical training, runestone crafting, political debates, and defending settlements from raiders who fear and covet your clan’s power. The campaign begins as the protective Wardstones, ancient monoliths that anchor the clan’s magical defenses, begin to fracture and behave unpredictably. What starts as a simple investigation into unstable magic quickly uncovers missing mages, forbidden rituals resurfacing, and signs that something old has stirred beneath the ice. This is a Viking dark-fantasy saga filled with: • magical intrigue and political tension • ancient ruins and lost runic power • moral dilemmas rooted in arcana, tradition, and clan loyalty • dangerous rituals and treacherous magic • snowy expeditions, runestone duels, and character-driven storytelling The deeper your party digs, the more you will shape the future of Clan Rune, for better or worse. No one will leave this story unchanged.

Game style

Combat Lite

Roleplay Heavy

Rule of Cool (RoC)

Puzzle / Mystery Focused

Meet the Game Master

4.9

(8)

LGBTQ+
Teacher/Educator
Voice Actor

2 years on StartPlaying

Highly rated for: Creativity, Knows the Rules, Storytelling

About me

Right, so I need to be honest with you from the start: I'm that GM who gets way too into character voices. Like, embarrassingly into it. My goblin merchant probably sounds more like a drunk uncle than anything threatening, but my players seem to love it, so here we are. I've been running D&D games for 7 years now, started playing when I was 12, and the thing is, I never really stopped being that kid who got absolutely obsessed with this game. It's gotten to the point where my mates joke that I need an intervention, but honestly? D&D helped me figure out who I actually wanted to be as a person. Sounds dramatic, but it's true. Here's what I've learned from running games for all sorts of groups: the best sessions aren't the ones where everything goes to plan. They're the ones where someone does something completely mental, everyone loses it laughing, and suddenly you're all invested in whether Gerald the Bard can actually seduce the dragon (he can't, but watching him try is half the fun). I'm from England, which means I'm chatty as hell in voice chat but somehow turn into an awkward mess meeting strangers in person. Makes no sense, I know. But put me behind a DM screen and I'll talk your ear off about lore, throw voices around, and probably get far too emotionally attached to an NPC you'll inevitably murder. My campaigns tend to be a mix of serious storytelling and absolute chaos, because that's what D&D should be, right? A place where you can be dramatic one minute and laughing until you can't breathe the next. Where you meet people from all over and actually connect over something ridiculous like arguing about what a gelatinous cube tastes like. If you're looking for a GM who takes the story seriously but doesn't take himself seriously, who thinks D&D is better as a conversation than a performance, and who will probably care more about your character's backstory than you do, then let's roll some dice.

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Character creation

Creating your character

This campaign uses Professions instead of Backgrounds, including several Rune-specific options. Players will create characters in a Session 0 or via DM guidance before Session 1. Character Creation Rules: Starting Level: 7 Allowed Sources: 5e 2024 PHB + Grim Hollow + custom Professions Stats: Standard Array or Point Buy Starting Equipment: Class equipment + 1 Rare Trinket All characters must be members of Clan Rune I work closely with players to tie their character’s backstory directly into the clan’s politics, wards, and ancient lineage, you will matter immediately.

What to expect

Preparing for the session

Before the first session: - Join the game’s Discord server - Create or finalise your character concept, but dont make the character sheet yet - Read the short “Welcome to Clan Rune” primer (provided) - Ensure you have access and able to run Foundry VTT No other requirements, I make onboarding simple and smooth.

What Davi brings to the table

I run games with a strong narrative focus, the story reacts to your decisions, your characters matter, and the world shifts around the choices you make. Expect grounded roleplay, clear stakes, and a tone that matches the dark fantasy of Valika. I use atmosphere to full effect: bespoke maps, ambient sound, music, and strong character voices to bring scenes to life. Combat is tactical and deliberate, with enemies that think, retreat, call for help, or exploit weaknesses when they can. You’ll see plenty of custom material: unique magic items, runestones, clan rituals, and mechanics built specifically for this campaign. I support character-driven arcs, give regular recaps, and adapt the pace and structure to the group. The table is inclusive, respectful, and collaborative. I balance Rule of Cool with consistent rulings so the game stays exciting without losing clarity. My goal is simple, to give you a world that feels alive, high-stakes, and worth returning to every session.

Homebrew rules

Potion: BA to drink. If its a healing potion roll the die. If drank as an action you regain the full amount. To administer potions to allies its an action. Critical Hits: We maximise initial damage and roll dice again. e.g. 1d8+5 + 13. Hope and Despair Dice: Every time party brings hope to the world, the party gains a D6 to their hope pool which they can use on abilities. Though every time the world darkens, the GM gains a Despair Dice, that they can spend to make situations more difficult. Grievous Wounds & Permanent Wounds: Upon being reduced to 0 hitpoints, you roll on a table where u can receive a temporary wound or in rare chances a permanent wound. Alternate Resting Rule: Long Rests are now 32 hours. Short Rests are 8 hours. Then introducing Quick Rests, which are 1 hour long.

Equipment needed to play

Internet

Computer

Microphone

Headphones

Safety

How Davi creates a safe table

Before the campaign begins, all players will receive a Lines and Veils document where you can privately note any boundaries or content you want avoided or handled with care. We will cover tone, themes, triggers, and comfort levels during Session 0, ensuring everyone is on the same page before we start. Throughout the campaign, we will use digital X, N, and O cards (simple chat commands or emoji reactions) to signal discomfort, slow down a scene, or pause if needed. These tools let players quietly communicate without interrupting RP. I keep an Open Door Policy at all times: if you need to step away for any reason, personal, emotional, or simply to reset, you may do so without explanation. Breaks are available whenever players request them. After intense scenes, dark moments, or major story beats, I check in with the table to make sure everyone feels grounded and comfortable before we continue. If a scene pushes too far, I rewind, adjust, or shift the focus immediately. All players are encouraged to speak openly about their needs. The goal is simple: Everyone should feel safe, respected, and excited to return each week.

Content warnings

Safety tools used

Frequently asked questions