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Riftwalkers:Infiltration-A Tetara Campaign
The Rift has opened, and from its depths come those who were never meant to return—Changelings seeking a home in a world that rejects them.
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$20.00
/ Session
Details
Weekly / Saturday - 12:30 AM UTC
Jan 31 / Session 3
Session Duration / 3–6 hours
Campaign Length / 20+ Sessions
7 / 7 Seats Filled
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About the adventure
Two years ago, settlers from Elmwood crossed the northern sea to claim the frontier of Ethros. They built forts, villages, and roads—unaware that something ancient had begun to stir beneath their feet. When the Rift opened, it did not unleash monsters, but a forgotten people—the Changelings. Beings of shifting form and borrowed memory, they awaken in a world that sees them as abominations. Now, the surface dwellers have struck first, confirming Marduso, their god-creator’s, warning that peace was never meant for them. With nowhere to return and only the Rift behind them, the Changelings must decide how to live in a world that fears their very existence. Will they fade into extinction—or rise to claim a new hope, a new future, and a new home? This campaign follows the other side of RiftWalkers: Exodus, where survival is not about escaping the frontier, but infiltrating it. Players will navigate a tense world of prejudice, identity, and purpose, balancing diplomacy and deception as they struggle to carve out a place for their kind. If you enjoy dark moral storytelling, social intrigue, and tragic survival themes, RiftWalkers: Infiltration offers a roleplay-driven experience filled with difficult choices, uneasy alliances, and the haunting question— what makes a monster?
Game style
Roleplay Heavy
Rules as Written (RaW)
Rule of Cool (RoC)
Game themes
Meet the Game Master
About me
Hello fellow adventurers! I'm your guide to a world born from boundless creativity and the roll of the dice. I've been mastering the art of Dungeon Mastering for over four years, steering a ship through the turbulent and fantastical seas of a homebrew world I crafted from scratch. My games are built on the foundations of D&D 5e, but here, imagination and roleplay take the front seat, leaving the strict rule-following in the dust. I believe in a game where freedom and storytelling intertwine, creating memorable, character-driven journeys. Whether you're a seasoned player or a curious newcomer, I strive to weave your character's backstory into the very fabric of the world, enriching the narrative and ensuring your place in this evolving tale. While I don't use voice acting, I excel at matching the tones and styles of various NPCs to enhance the narrative and bring our characters to life. This approach helps maintain the immersion and gives each character a unique presence in our story. I use Discord for seamless communication and VTT to bring our encounters to life. I also require players to have the DnD Beyond 20 extension for a smooth and integrated gaming experience. My sessions are rich with visuals and assets that enhance your experience and draw you deeper into the lore. The Campaign world I run is called Tetara. Tetara’s history is shaped by three major events: The Great War — an ancient conflict that left behind scattered ruins, lost histories, and sealed remnants of old powers. The War of the Gods — a later upheaval that damaged the world further and erased or distorted large parts of recorded history. The Dark Elf War — the most recent and catastrophic conflict.(The original campaign) This war pushed the world to the brink of extinction and sets the stage for the beginning of the entire campaign saga. Where Player Involvement Began Players entered the story at the exact end of the Dark Elf War, when nearly everything was in ruins. (the last remaining kingdom Aras, an island kingdom, made its final stand) There were: no stable governments collapsing borders scattered survivors no clear leadership widespread devastation From that point, the players themselves became the foundation of the new era. In the first campaign, the players founded the first two kingdoms after the war, (Elmwood Republic and Kingdom of Aideon) directly deciding how civilization restarted and what the new world would look like. Everything that exists in modern Tetara — nations, alliances, rivalries, political structures, and emerging cultures — is built on the choices players made in those early sessions. The Player Premise Moving Forward Across all campaigns since then, players continue to drive the direction of the world by: Rebuilding towns, nations, and systems of governance Strengthening or reshaping the kingdoms they originally founded or new ones Exploring ruins and sites left behind by the Great War and War of the Gods Recovering lost knowledge and history Protecting the world from new threats tied to old conflicts Influencing future politics, alliances, and conflicts Deciding what Tetara becomes in the long term The world is intentionally open and player-driven. Each campaign adds new information, new consequences, and new pieces of the world’s story. The Overall Player Goal Across all current and future campaigns, the broad purpose is: Rebuild the world after the Dark Elf War Maintain or evolve the kingdoms players created Uncover the truth about Tetara’s past Understand how the Great War and War of the Gods still affect the present Prevent hidden or forgotten dangers from rising again Shape the next era of Tetara through their actions as teams Players are not just adventurers in the world; they are the ones building the world, rebuilding civilization, and creating the future history of Tetara. If you're ready to explore a multi-layered world where the story reacts to your choices and the limits are as vast as your imagination, grab your dice, and let's create memorable adventures together!
View Profile →Character creation
Creating your character
Level 1 – “The Newly Awakened” Ideal For: New players, first-time D&D participants, or characters new to Tetara and its magic system. Session 0: Highly Recommended. Players will build their characters during Session 0 and awaken from the void at the campaign’s start. They’ll learn who they are, what the Rift is, and how the world reacts to them. You are barely formed — the Rift’s energy still clings to you. The first sessions are about survival, discovery, and the terror of being born into a hostile world. Level 2 – “The Settled Wanderers” Ideal For: Returning players or those comfortable with D&D who want moderate tension without full fragility. Session 0: Optional but encouraged. Characters have already survived their first encounters beyond the Rift. They’ve met Calix’s scouts, seen the surface, and begun forming a caravan of exiles moving eastward. Establishes early relationships with Calix and Marduso’s voice. Level 3 – “The Returned” Ideal For: Experienced players, returning players to Tetara, or groups ready to begin story-driven sessions immediately. Session 0: Not required. Characters are fully formed and ready for Session 1. You’ve already crossed through the Rift and survived the surface attack at West Watch.
What to expect
Preparing for the session
Before crossing through the Rift, make sure you’re ready for the world beyond. Follow these steps to ensure a smooth and immersive start to RiftWalkers: Infiltration. 1. Setup & Accounts Discord: All communication, announcements, and out-of-session roleplay are hosted here. A private invite will be provided after signup. Forge / Foundry VTT: Create a free account on Forge or Foundry. Sessions will be run through this platform for maps, dice rolls, and immersive visuals. Microphone: Required for clear communication. Headphones are strongly recommended to enhance immersion and prevent echo. D&D Beyond: Character sheets are created and managed through D&D Beyond. Install the D&D Beyond 20 browser extension (Chrome or Firefox) to link dice rolls directly into Foundry. 2. Read the Campaign Information Review the campaign introduction before your first session. Magic functions differently in Tetara. Some spells and abilities are influenced by leyline and Rift interference — always check with the DM before using homebrew or high-impact magic. Choose which starting level fits your experience: Level 1 – The Newly Awakened: New players or those learning Tetara’s systems. Level 2 – The Settled Wanderers: Moderate experience and early story immersion. Level 3 – The Returned: Experienced players ready for immediate story play. 3. Character Creation Guidelines Playable Race: All player characters are Changelings (Riftborn) — beings who take on one permanent mortal form for life. You may choose the traits and identity of any standard 5e race to represent the mortal form your Changeling has “consumed” or modeled themselves after. This means you appear, act, and mechanically function as that race — but narratively, you remain a Changeling underneath. Homebrew Options: If you wish to use a homebrew version of a Changeling, it must first be approved by the DM prior to play. Other homebrew subclasses, mechanics, or races also require DM approval. Backstory: Write as much or as little as you like — from a short concept to a detailed history. Expect close DM collaboration to integrate your personal story and connect it with the group narrative. Character Sheets: Submit via D&D Beyond and share with the DM before Session 1. Character Art: You may use your own art or AI-generated art to represent your character’s chosen identity. Art is optional but encouraged to help visualize your form and presence in the world.
What Dm/Gm Travis brings to the table
When you step into RiftWalkers: Infiltration, you’re not just joining a campaign — you’re stepping into a living, evolving story built around collaboration, emotion, and choice. My goal as your DM is to make every session meaningful, and grounded in character-driven storytelling. What You Can Expect A Collaborative Storytelling Experience Every player’s backstory matters. Your character’s beliefs, fears, and goals will naturally weave into the world and shape future events. You’ll see your actions ripple across Ethros — settlements rise or fall, alliances shift, and moral lines blur as the Rift expands. Expect ongoing player–DM collaboration on personal arcs, emotional beats, and cross-character connections. Immersive Audio & Visual Design Atmospheric soundtracks and ambient environmental audio set the tone of each scene — from the quiet hum of the Rift to the chaos of battle. visual storytelling through Foundry VTT with detailed maps and lighting to enhance immersion. Tactical & Emotional Combat Combat in RiftWalkers: Infiltration isn’t about who hits harder — it’s about what’s at stake. Encounters blend tactical strategy with narrative stakes. The tone shifts from fast-paced survival fights to heavy moral confrontations that question your choices. The Rule of Cool is embraced when it enhances the story — creative, character-driven actions will always be rewarded. Rules as Written (RAW) are respected, but drama and story come first. A Consistent, Cinematic Tone Expect a world that feels alive — morally complex, emotionally heavy. No one is purely good or evil; every faction believes they are doing what’s necessary to survive. Your choices will carry consequences, shaping both your personal journey and the fate of Tetara. Resources & Tools Provided You’ll receive access to: A Player Bible detailing lore, gods, and playable races (including changeling mechanics). Custom visuals and reference art for NPCs, locations, and scenes. Foundry/Forge game setup with automated rolls, lighting, and environmental soundscapes. Discord community channels for scheduling, lore discussions, and in-character interactions. AI-generated or DM-provided character portraits (optional, if you’d like your Changeling visually realized). My GM Philosophy I run games with equal parts structure and freedom. The dice decide chance, but your decisions decide the outcome. Clever thinking, creative roleplay, and emotional depth are valued just as much as combat prowess.
Homebrew rules
Homebrew Rules Magic in Tetara does not function as it does in standard 5e. The world’s leyline network is shaped by Archnodes and Keystones, systems designed to regulate travel, communication, and magical safety. These rules help maintain immersion and world consistency in RiftWalkers: Infiltration. 1. Archnodes & Keystones Archnodes are vast magical barriers and conduits that regulate spell use across regions, kingdoms, and cities. They act as both magical defenses and communication relays — the infrastructure that connects all of Tetara. Keystones serve as attunement devices, allowing safe passage of messages, teleportation, and leyline-powered spells between nodes. A Keystone may be: Forged — legally created and registered through sanctioned artificers or city guilds. Purchased — through official channels or noble contracts. Blackforged(forgery) — illegally created and unregistered, punishable by imprisonment or execution. Attempting to bypass an Archnode or use an unregistered Keystone is considered a serious crime, often treated as magical espionage or terrorism. 2. Magic Limitations Long-distance spells such as Sending, Teleport, or Plane Shift are subject to Archnode restrictions. These spells require a valid Keystone link to function safely. Attempting to teleport into protected or unregistered regions may result in fatal backlash or criminal pursuit. Instant global communication (e.g., “sending a message across the world”) is not possible without a direct Keystone network connection. Always confirm long-distance magic with the DM before attempting to cast. Example: You cannot teleport into a city to plant a bomb or message someone across the world instantly unless a Keystone path exists. 3. Ethervein Serum — The Magic Refill Potion A rare alchemical potion created by blending leyline essence. Drinking a vial restores one expended spell slot of 5th level or lower. A character can safely use up to two doses in 24 hours. Each dose beyond that requires a DC 15 Constitution saving throw: Arcane Erosion: Prolonged or reckless use leads to spiritual and neurological corruption, tracked through 20 stages (see Player Bible for full table). Restoration Magic cannot heal Arcane Erosion. Detox requires extended treatment at an arcane monastery or druidic grove. 4. Quality-of-Life Adjustments Potions: May be consumed as a bonus action instead of a full action. Critical Hits: Double rolled damage dice only (not modifiers). Rest System: Realistic pacing — travel, weather, and conditions influence long rests. Narrative Priority: The Rule of Cool applies when it enhances the story. Rules as Written are respected, but story and immersion take precedence when conflicts arise. 5. Player Reminder Before attempting any long-range magical action or experimental potion use, check with the DM. Archnodes, Keystones, and leyline stability are woven deeply into the world and lore.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Dm/Gm Travis creates a safe table
Safety rules will be discussed at session 0, or during questionnaire and rediscussed during session 1.
Content warnings
Safety tools used

